//-------------------------------------------------------------------------------------------------------------- // Producer Response Rule File //-------------------------------------------------------------------------------------------------------------- //Auto-generated blank response for padding out InfoRemarkables Response _PlayerInfoRemarkableBlankProducer { speak "Producer_Blank" noscene //Blank } Response L4D1PlayerNiceShotProducer { scene "scenes/Producer/NiceShot01.vcd" //Nice shot. } Rule L4D1PlayerNiceShotProducer { criteria ConceptL4D1PlayerNiceShot IsNotCoughing IsProducer IsSubjectDistNear1500 IsTalk IsTalkProducer IsWorldTalkProducer IsNotSpeaking ChanceToFire70Percent Response L4D1PlayerNiceShotProducer } Response L4D1PlayerNiceShotFrancisProducer { scene "scenes/Producer/DLC1_C6M3_FinaleL4D1Killing04.vcd" //Francis! scene "scenes/Producer/DLC1_C6M3_FinaleL4D1Killing05.vcd" //Nice shot Francis! scene "scenes/Producer/DLC1_C6M3_FinaleL4D1Killing06.vcd" //Thanks Francis! } Rule L4D1PlayerNiceShotFrancisProducer { criteria ConceptL4D1PlayerNiceShot IsNotCoughing IsProducer IsSubjectDistNear1500 IsTalk IsTalkProducer IsWorldTalkProducer SubjectIsBiker ChanceToFire70Percent IsNotSpeaking Response L4D1PlayerNiceShotFrancisProducer } Response L4D1PlayerNiceShotLouisProducer { scene "scenes/Producer/DLC1_C6M3_FinaleL4D1Killing01.vcd" //Nice Louis! scene "scenes/Producer/DLC1_C6M3_FinaleL4D1Killing02.vcd" //Nice shooting Louis! scene "scenes/Producer/DLC1_C6M3_FinaleL4D1Killing03.vcd" //All right Louis! } Rule L4D1PlayerNiceShotLouisProducer { criteria ConceptL4D1PlayerNiceShot IsNotCoughing IsProducer IsSubjectDistNear1500 IsTalk IsTalkProducer IsWorldTalkProducer SubjectIsManager ChanceToFire70Percent IsNotSpeaking Response L4D1PlayerNiceShotLouisProducer } Response L4D1PlayerNiceShotZoeyProducer { scene "scenes/Producer/DLC1_C6M3_FinaleL4D1Killing07.vcd" //Thanks Zoey! scene "scenes/Producer/DLC1_C6M3_FinaleL4D1Killing08.vcd" //Nice shot Zoey! } Rule L4D1PlayerNiceShotZoeyProducer { criteria ConceptL4D1PlayerNiceShot IsNotCoughing IsProducer IsSubjectDistNear1500 IsTalk IsTalkProducer IsWorldTalkProducer SubjectIsTeenGirl ChanceToFire70Percent IsNotSpeaking Response L4D1PlayerNiceShotZoeyProducer } //-------------------------------------------------------------------------------------------------------------- // C1M4 //-------------------------------------------------------------------------------------------------------------- Response C6M3GasPourProducer { scene "scenes/Producer/DLC1_C6M3_Cans02.vcd" //I got this one. scene "scenes/Producer/DLC1_C6M3_Cans03.vcd" //Pouring! scene "scenes/Producer/DLC1_C6M3_Cans04.vcd" //Pouring this one in. scene "scenes/Producer/DLC1_C6M3_Cans05.vcd" //Cover me, filling the generator. scene "scenes/Producer/DLC1_C6M3_Cans06.vcd" //Cover me, pouring! } Rule C6M3GasPourProducer { criteria ConceptPlayerPourStarted IsProducer IsTalk IsTalkProducer IsWorldTalkProducer IsNotScavenge isC6M3_Port ChanceToFire70Percent ApplyContext "TalkProducer:1:2" Response C6M3GasPourProducer } //-------------------------------------------------------------------------------------------------------------- // C6M1 //-------------------------------------------------------------------------------------------------------------- Response C6M1_IntotheparkNoHealthProducer { scene "scenes/Producer/DLC1_C6M1_IntoPark03.vcd" //Make sure to grab a health kit. scene "scenes/Producer/DLC1_C6M1_IntoPark04.vcd" //Make sure to grab a health kit. scene "scenes/Producer/DLC1_C6M1_IntoPark05.vcd" //Everyone grab a health kit. } Rule C6M1_IntotheparkNoHealthProducer { criteria ConceptC6M1_IntotheparkNoHealth IsProducer Response C6M1_IntotheparkNoHealthProducer } Response C6M1Intro_01Biker03Producer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting06.vcd" then Biker C6M1Intro_06a foo:0 -2.023 //Hey there, can you lower the bridge. } Rule C6M1Intro_01Biker03Producer { criteria ConceptintroC6M1 IsProducer IsFrancisIntroActor IsNotSaidIntroScene FrancisGroup3 IsNotVersus ApplyContext "SaidIntroScene:1:0,Talk:1:30" applycontexttoworld Response C6M1Intro_01Biker03Producer } Response C6M1Intro_01Biker04Producer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting37.vcd" then Biker C6M1Intro_18a foo:0 -3.074 //If you lower the bridge I'll tell you how old I am. scene "scenes/Producer/DLC1_C6M1_InitialMeeting43.vcd" then Biker C6M1Intro_19a foo:0 -8.658 //Okay, if you lower the bridge (to group) ugh…. I will give you a kiss. } Rule C6M1Intro_01Biker04Producer { criteria ConceptintroC6M1 IsProducer IsFrancisIntroActor IsNotSaidIntroScene FrancisGroup4 IsNotVersus ApplyContext "SaidIntroScene:1:0,Talk:1:30" applycontexttoworld Response C6M1Intro_01Biker04Producer } Response C6M1Intro_01TeenGirl03Producer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting01.vcd" then TeenGirl C6M1Intro_03a foo:0 -3.225 //Hey up there! You wanna let the bridge down? scene "scenes/Producer/DLC1_C6M1_InitialMeeting32.vcd" then TeenGirl C6M1Intro_17a foo:0 -3.721 //(exasperated) Really? Isn't there some way you can just lower it? } Rule C6M1Intro_01TeenGirl03Producer { criteria ConceptintroC6M1 IsProducer IsZoeyIntroActor IsNotSaidIntroScene MoreThan40 LessThan60 IsNotVersus ApplyContext "SaidIntroScene:1:0,Talk:1:30" applycontexttoworld Response C6M1Intro_01TeenGirl03Producer } Response C6M1Intro_05aProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting02.vcd" then Biker C6M1Intro_05b foo:0 -2.451 //Uh, do you know how we can get to the other side? } Rule C6M1Intro_05aProducer { criteria ConceptC6M1Intro_05a IsProducer Response C6M1Intro_05aProducer } Response C6M1Intro_05cProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting03.vcd" then Biker C6M1Intro_05d foo:0 -1.958 //You aren't from around these parts are you? } Rule C6M1Intro_05cProducer { criteria ConceptC6M1Intro_05c IsProducer Response C6M1Intro_05cProducer } Response C6M1Intro_05eProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting04.vcd" then Any WorldC6M1_HistoricTour foo:0 -1.874 //Great. All right. scene "scenes/Producer/DLC1_C6M1_InitialMeeting05.vcd" //Great. Can't help us with directions, probably can't shoot a gun. } Rule C6M1Intro_05eProducer { criteria ConceptC6M1Intro_05e IsProducer ApplyContext "Talk:0:0" applycontexttoworld Response C6M1Intro_05eProducer } Response C6M1Intro_06bProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting07.vcd" then Biker C6M1Intro_06c foo:0 -2.236 //Is the road even clear on the other side? } Rule C6M1Intro_06bProducer { criteria ConceptC6M1Intro_06b IsProducer Response C6M1Intro_06bProducer } Response C6M1Intro_06dProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting08.vcd" then Biker C6M1Intro_06e foo:0 -0.709 //Then it's a date. } Rule C6M1Intro_06dProducer { criteria ConceptC6M1Intro_06d IsProducer Response C6M1Intro_06dProducer } Response C6M1Intro_07cProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting09.vcd" then Any WorldC6M1_HistoricTour foo:0 1 //(to group) Maybe, but at least he's no zombie. OKAY! scene "scenes/Producer/DLC1_C6M1_InitialMeeting11.vcd" then Any WorldC6M1_HistoricTour foo:0 1 //(to group) Maybe, but at least he's no zombie. } Rule C6M1Intro_07cProducer { criteria ConceptC6M1Intro_07c IsProducer ApplyContext "Talk:0:0" applycontexttoworld Response C6M1Intro_07cProducer } Response C6M1Intro_09eProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting12.vcd" then Producer C6M1Intro_09f foo:0 -2.022 //Uh, Nick. He's talking to me. } Rule C6M1Intro_09eProducer { criteria ConceptC6M1Intro_09e IsProducer Response C6M1Intro_09eProducer } Response C6M1Intro_09fProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting13.vcd" then Biker C6M1Intro_09g foo:0 -1.643 //Hey! Can you lower the bridge. } Rule C6M1Intro_09fProducer { criteria ConceptC6M1Intro_09f IsProducer Response C6M1Intro_09fProducer } Response C6M1Intro_10bProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting14.vcd" then Biker C6M1Intro_10c foo:0 -4.931 //Hey, hey boys. Okay, if we get to the other side can you help us lower it? } Rule C6M1Intro_10bProducer { criteria ConceptC6M1Intro_10b IsProducer Response C6M1Intro_10bProducer } Response C6M1Intro_10dProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting15.vcd" then Producer C6M1Intro_10e foo:0 -2.369 //See Nick, you should try being nice sometime. scene "scenes/Producer/DLC1_C6M1_InitialMeeting16.vcd" then Producer C6M1Intro_10e foo:0 -2.026 //See Nick, you should try being nice sometime. } Rule C6M1Intro_10dProducer { criteria ConceptC6M1Intro_10d IsProducer Response C6M1Intro_10dProducer } Response C6M1Intro_10eProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting18.vcd" //THANK YOU! scene "scenes/Producer/DLC1_C6M1_InitialMeeting19.vcd" //THANK YOU, VERY MUCH! } Rule C6M1Intro_10eProducer { criteria ConceptC6M1Intro_10e IsProducer ApplyContext "Talk:0:0" applycontexttoworld Response C6M1Intro_10eProducer } Response C6M1Intro_12aProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting20.vcd" then Mechanic C6M1Intro_12b foo:0 -2.341 //Ellis you going to answer her? scene "scenes/Producer/DLC1_C6M1_InitialMeeting21.vcd" then Mechanic C6M1Intro_12b foo:0 -2.595 //Ellis you going to answer her? } Rule C6M1Intro_12aProducer { criteria ConceptC6M1Intro_12a IsProducer Response C6M1Intro_12aProducer } Response C6M1Intro_12cProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting22.vcd" then Any WorldC6M1_HistoricTour foo:0 1 //He's got it. We'll see you on the other side. scene "scenes/Producer/DLC1_C6M1_InitialMeeting23.vcd" then Any WorldC6M1_HistoricTour foo:0 1 //He's got it. We'll see you on the other side. } Rule C6M1Intro_12cProducer { criteria ConceptC6M1Intro_12c IsProducer ApplyContext "Talk:0:0" applycontexttoworld Response C6M1Intro_12cProducer } Response C6M1Intro_14dProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting24.vcd" //Let's go, real charming Nick. scene "scenes/Producer/DLC1_C6M1_InitialMeeting25.vcd" //Let's go, real charming Nick. scene "scenes/Producer/DLC1_C6M1_InitialMeeting26.vcd" //And you were a con man? scene "scenes/Producer/DLC1_C6M1_InitialMeeting27.vcd" //Huh? And you were a con man? scene "scenes/Producer/DLC1_C6M1_InitialMeeting28.vcd" //I- I can't believe you were a con man. scene "scenes/Producer/DLC1_C6M1_InitialMeeting29.vcd" //I can't believe you were a con man. } Rule C6M1Intro_14dProducer { criteria ConceptC6M1Intro_14d IsProducer ApplyContext "Talk:0:0" applycontexttoworld Response C6M1Intro_14dProducer } Response C6M1Intro_15cProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting30.vcd" then TeenGirl C6M1Intro_15d foo:0 -2.339 //I can't believe you used to be a con artist. scene "scenes/Producer/DLC1_C6M1_InitialMeeting31.vcd" then TeenGirl C6M1Intro_15d foo:0 -3.277 //I can't believe you used to be a con artist. } Rule C6M1Intro_15cProducer { criteria ConceptC6M1Intro_15c IsProducer Response C6M1Intro_15cProducer } Response C6M1Intro_17bProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting33.vcd" then TeenGirl C6M1Intro_17c foo:0 -4.790 //Can you try? I don't think its going to be easy to get to the other side of the river. } Rule C6M1Intro_17bProducer { criteria ConceptC6M1Intro_17b IsProducer Response C6M1Intro_17bProducer } Response C6M1Intro_17dProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting34.vcd" //Well shit. scene "scenes/Producer/DLC1_C6M1_InitialMeeting35.vcd" //Well shit. scene "scenes/Producer/DLC1_C6M1_InitialMeeting36.vcd" //Well shit. } Rule C6M1Intro_17dProducer { criteria ConceptC6M1Intro_17d IsProducer ApplyContext "Talk:0:0" applycontexttoworld Response C6M1Intro_17dProducer } Response C6M1Intro_18bProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting38.vcd" then Biker C6M1Intro_18c foo:0 -2.243 //I want to call you an asshole... I do. scene "scenes/Producer/DLC1_C6M1_InitialMeeting39.vcd" then Biker C6M1Intro_18c foo:0 -1.339 //Ah ha. Really? } Rule C6M1Intro_18bProducer { criteria ConceptC6M1Intro_18b IsProducer Response C6M1Intro_18bProducer } Response C6M1Intro_18dProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting40.vcd" then Biker C6M1Intro_18e foo:0 -2.015 //So it isn't worth getting to the other side? scene "scenes/Producer/DLC1_C6M1_InitialMeeting41.vcd" then Biker C6M1Intro_18e foo:0 -1.958 //Really, it's not worth getting to the other side? scene "scenes/Producer/DLC1_C6M1_InitialMeeting42.vcd" then Biker C6M1Intro_18e foo:0 -2.960 //Bulllshit! So, it's not worth getting to the other side? } Rule C6M1Intro_18dProducer { criteria ConceptC6M1Intro_18d IsProducer Response C6M1Intro_18dProducer } Response C6M1Intro_19bProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting44.vcd" then Any WorldC6M1_HistoricTour foo:0 1 //Yeah, that sounds simple. } Rule C6M1Intro_19bProducer { criteria ConceptC6M1Intro_19b IsProducer ApplyContext "Talk:0:0" applycontexttoworld Response C6M1Intro_19bProducer } Response C6M1Intro_20aProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting45.vcd" then Producer C6M1Intro_20b foo:0 -0.951 //What the? scene "scenes/Producer/DLC1_C6M1_InitialMeeting46.vcd" then Producer C6M1Intro_20b foo:0 -1.214 //(to group) Is he being serious? scene "scenes/Producer/DLC1_C6M1_InitialMeeting48.vcd" then Producer C6M1Intro_20b foo:0 -1.464 //(to group) Is he being serious? } Rule C6M1Intro_20aProducer { criteria ConceptC6M1Intro_20a IsProducer Response C6M1Intro_20aProducer } Response C6M1Intro_20bProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting47.vcd" then Biker C6M1Intro_20c foo:0 -2.037 //No. Can you lower the bridge? scene "scenes/Producer/DLC1_C6M1_InitialMeeting49.vcd" then Biker C6M1Intro_20c foo:0 -2.417 //No. Can you lower the bridge? } Rule C6M1Intro_20bProducer { criteria ConceptC6M1Intro_20b IsProducer Response C6M1Intro_20bProducer } Response C6M1Intro_20dProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting50.vcd" then Biker C6M1Intro_20e foo:0 -4.900 //Okay, then, yes, we are vampires? All of us are vampires? scene "scenes/Producer/DLC1_C6M1_InitialMeeting51.vcd" then Biker C6M1Intro_20e foo:0 -5.295 //Okay, then, yes, we are vampires? All of us are vampires? } Rule C6M1Intro_20dProducer { criteria ConceptC6M1Intro_20d IsProducer Response C6M1Intro_20dProducer } Response C6M1Intro_20gProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting53.vcd" //Dear lord, why'd I ever leave Cleveland. } Rule C6M1Intro_20gProducer { criteria ConceptC6M1Intro_20g IsProducer ApplyContext "Talk:0:0" applycontexttoworld Response C6M1Intro_20gProducer } Response C6M1Intro_22aProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting54.vcd" then TeenGirl C6M1Intro_22b foo:0 -3.403 //Oh thank god! I thought I was the last woman on earth. } Rule C6M1Intro_22aProducer { criteria ConceptC6M1Intro_22a IsProducer Response C6M1Intro_22aProducer } Response C6M1Intro_22cProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting55.vcd" then TeenGirl C6M1Intro_22d foo:0 -2.930 //Can you lower the bridge? We need to get across the river. } Rule C6M1Intro_22cProducer { criteria ConceptC6M1Intro_22c IsProducer Response C6M1Intro_22cProducer } Response C6M1Intro_22fProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting56.vcd" then TeenGirl C6M1Intro_22g foo:0 -3.037 //If that's what we gotta do, that we gotta do. } Rule C6M1Intro_22fProducer { criteria ConceptC6M1Intro_22f IsProducer Response C6M1Intro_22fProducer } Response C6M1Intro_22hProducer { scene "scenes/Producer/DLC1_C6M1_InitialMeeting59.vcd" //Take care. scene "scenes/Producer/DLC1_C6M1_InitialMeeting60.vcd" //You too. } Rule C6M1Intro_22hProducer { criteria ConceptC6M1Intro_22h IsProducer ApplyContext "Talk:0:0" applycontexttoworld Response C6M1Intro_22hProducer } Response LeavingC6M1StartProducer { scene "scenes/Producer/blank.vcd" // } Rule LeavingC6M1StartProducer { criteria ConceptSurvivorLeavingCheckpoint IsProducer ApplyContext "LeftC6M1Start:1:0" applycontexttoworld Response LeavingC6M1StartProducer } Response RemWorldC6M1_WeddingWarn01Producer { scene "scenes/Producer/DLC1_C6M1_Wedding01.vcd" //Do they ever? scene "scenes/Producer/DLC1_C6M1_Wedding02.vcd" //Do they ever? } Rule RemWorldC6M1_WeddingWarn01Producer { criteria ConceptRemWorldC6M1_WeddingWarn01 IsProducer IsSubjectDistNear800 ApplyContext "AtWedding:1:60" applycontexttoworld Response RemWorldC6M1_WeddingWarn01Producer } Response WorldC6M1_HistoricTourProducer { scene "scenes/Producer/DLC1_C6M1_HistoricSign01.vcd" then Coach HistoricTour02a foo:0 -3.829 //Uh, Coach, you know anything about this under the river tour? scene "scenes/Producer/DLC1_C6M1_HistoricSign02.vcd" then Coach HistoricTour02a foo:0 -2.545 //Coach, you know anything about this under the river tour? scene "scenes/Producer/DLC1_C6M1_HistoricSign10.vcd" //Hey, we can try this under-the-river tour to get across. scene "scenes/Producer/DLC1_C6M1_HistoricSign11.vcd" //We can try this under-the-river tour to get across. scene "scenes/Producer/DLC1_C6M1_HistoricSign12.vcd" //If we can't go over the river, we can always try under. } Rule WorldC6M1_HistoricTourProducer { criteria ConceptWorldC6M1_HistoricTour IsProducer IsNotLeftC6M1Start Response WorldC6M1_HistoricTourProducer } Response WorldC6M1_PostWedding02aProducer { scene "scenes/Producer/DLC1_C6M1_WeddingPostWitch02.vcd" //Is that really how your brain works? } Rule WorldC6M1_PostWedding02aProducer { criteria ConceptWorldC6M1_PostWedding02a IsProducer IsSubjectDistNear800 Response WorldC6M1_PostWedding02aProducer } Response WorldC6M1_WeddingWarn03bProducer { scene "scenes/Producer/DLC1_C6M1_WeddingWitch01.vcd" //Both of you. Shut up. scene "scenes/Producer/DLC1_C6M1_WeddingWitch02.vcd" //(Whispered) WOULD YOU GUYS SHUT UP! } Rule WorldC6M1_WeddingWarn03bProducer { criteria ConceptWorldC6M1_WeddingWarn03b IsProducer ApplyContext "AtWedding:1:60" applycontexttoworld Response WorldC6M1_WeddingWarn03bProducer } //-------------------------------------------------------------------------------------------------------------- // C6M2 //-------------------------------------------------------------------------------------------------------------- Response C6M2_OpenGate1Producer { scene "scenes/Producer/DLC1_C6M1_AlarmDoorOpen01.vcd" //I opened it! scene "scenes/Producer/DLC1_C6M1_AlarmDoorOpen02.vcd" //I opened it, let's go! scene "scenes/Producer/DLC1_C6M2_Bridge1RaiseHitIt01.vcd" //I hit it. scene "scenes/Producer/DLC1_C6M2_Bridge1RaiseHitIt03.vcd" //I hit it. } Rule C6M2_OpenGate1Producer { criteria ConceptC6M2_OpenGate1 IsProducer ApplyContext "SaidOpenedGate1:1:0" applycontexttoworld Response C6M2_OpenGate1Producer } Response C6M2_OpenGate2Producer { scene "scenes/Producer/DLC1_C6M1_AlarmDoorOpen02.vcd" //I opened it, let's go! } Rule C6M2_OpenGate2Producer { criteria ConceptC6M2_OpenGate2 IsProducer ApplyContext "Said:OpenedGate2:1:0" applycontexttoworld Response C6M2_OpenGate2Producer } Response C6M2SafeRoomProducer { scene "scenes/Producer/blank.vcd" then any C6M2SafeRoom2 foo:0 3 // } Rule C6M2SafeRoomProducer { criteria ConceptTalkIdle Joined3 IsProducer isC6m2_bedlam IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC6M2SafeRoom IsNotSpeakingWeight0 ApplyContext "SaidC6M2SafeRoom:1:0" applycontexttoworld Response C6M2SafeRoomProducer } Response DLC1_C6M2_SafeRoomConvo01aProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo01.vcd" then Gambler DLC1_C6M2_SafeRoomConvo01b foo:0 -2.711 //Compared to you Nick, he was down right nice. } Rule DLC1_C6M2_SafeRoomConvo01aProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo01a IsProducer Response DLC1_C6M2_SafeRoomConvo01aProducer } Response DLC1_C6M2_SafeRoomConvo03aProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo02.vcd" then Mechanic DLC1_C6M2_SafeRoomConvo03b foo:0 -2.886 //Sweety, it's just a car. } Rule DLC1_C6M2_SafeRoomConvo03aProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo03a IsProducer Response DLC1_C6M2_SafeRoomConvo03aProducer } Response DLC1_C6M2_SafeRoomConvo03cProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo04.vcd" //Calm down Ellis. scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo05.vcd" //Feel better now? } Rule DLC1_C6M2_SafeRoomConvo03cProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo03c IsProducer Response DLC1_C6M2_SafeRoomConvo03cProducer } Response DLC1_C6M2_SafeRoomConvo04aProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo06.vcd" //You'll be back with her soon enough. Also she's a car. And this is creepy. scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo07.vcd" //You'll be back with her soon enough. Also she's a car. And this is creepy. } Rule DLC1_C6M2_SafeRoomConvo04aProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo04a IsProducer Response DLC1_C6M2_SafeRoomConvo04aProducer } Response DLC1_C6M2_SafeRoomConvo06aProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo09.vcd" //I have a bunch of good memories, too... of never once going to a boiled peanut festival. } Rule DLC1_C6M2_SafeRoomConvo06aProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo06a IsProducer Response DLC1_C6M2_SafeRoomConvo06aProducer } Response DLC1_C6M2_SafeRoomConvo07Producer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo15.vcd" then Gambler DLC1_C6M2_SafeRoomConvo08a foo:0 -1.679 //Do you think we can trust that guy? } Rule DLC1_C6M2_SafeRoomConvo07Producer { criteria ConceptC6M2SafeRoom2 IsProducer IsFrancisIntroActor FrancisGroup3 IsNotSaidC6M2SafeRoom2 ApplyContext "SaidC6M2SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M2_SafeRoomConvo07Producer } Response DLC1_C6M2_SafeRoomConvo07aProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo10.vcd" //Sweety, she'd be crazy not to. scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo14.vcd" //Out of all the men left? Sure. } Rule DLC1_C6M2_SafeRoomConvo07aProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo07a IsProducer Response DLC1_C6M2_SafeRoomConvo07aProducer } Response DLC1_C6M2_SafeRoomConvo08bProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo16.vcd" then Gambler DLC1_C6M2_SafeRoomConvo08c foo:0 -1.262 //What!?! scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo19.vcd" then Gambler DLC1_C6M2_SafeRoomConvo08c foo:0 -0.750 //What!?! } Rule DLC1_C6M2_SafeRoomConvo08bProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo08b IsProducer Response DLC1_C6M2_SafeRoomConvo08bProducer } Response DLC1_C6M2_SafeRoomConvo08dProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo17.vcd" then Gambler DLC1_C6M2_SafeRoomConvo08e foo:0 -0.977 //I don't believe this. scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo20.vcd" then Gambler DLC1_C6M2_SafeRoomConvo08e foo:0 -2.271 //I don't believe this. } Rule DLC1_C6M2_SafeRoomConvo08dProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo08d IsProducer Response DLC1_C6M2_SafeRoomConvo08dProducer } Response DLC1_C6M2_SafeRoomConvo08fProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo18.vcd" //He is better looking than you. } Rule DLC1_C6M2_SafeRoomConvo08fProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo08f IsProducer Response DLC1_C6M2_SafeRoomConvo08fProducer } Response DLC1_C6M2_SafeRoomConvo10aProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo22.vcd" then Gambler DLC1_C6M2_SafeRoomConvo10b foo:0 -2.753 //(laughter) You're kidding right? scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo23.vcd" then Gambler DLC1_C6M2_SafeRoomConvo10b foo:0 -1.652 //(laughter) You're kidding right? } Rule DLC1_C6M2_SafeRoomConvo10aProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo10a IsProducer Response DLC1_C6M2_SafeRoomConvo10aProducer } Response DLC1_C6M2_SafeRoomConvo10cProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo24.vcd" then Gambler DLC1_C6M2_SafeRoomConvo10d foo:0 -3.678 //Oh, you are going to love the under-the-river tour. } Rule DLC1_C6M2_SafeRoomConvo10cProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo10c IsProducer Response DLC1_C6M2_SafeRoomConvo10cProducer } Response DLC1_C6M2_SafeRoomConvo13Producer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo26.vcd" then Producer DLC1_C6M2_SafeRoomConvo14a foo:0 -1.209 //(to self)We need to get motivated. scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo27.vcd" then Producer DLC1_C6M2_SafeRoomConvo14a foo:0 -2.664 //(to self)We need to get motivated. How we gonna get motivated... } Rule DLC1_C6M2_SafeRoomConvo13Producer { criteria ConceptC6M2SafeRoom2 IsProducer IsZoeyIntroActor ZoeyGroup3 IsNotSaidC6M2SafeRoom2 ApplyContext "SaidC6M2SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M2_SafeRoomConvo13Producer } Response DLC1_C6M2_SafeRoomConvo14aProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo30.vcd" then Mechanic DLC1_C6M2_SafeRoomConvo14b foo:0 -5.157 //Hey, Ellis? I hear there's a Stock Car museum in New Orleans. } Rule DLC1_C6M2_SafeRoomConvo14aProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo14a IsProducer Response DLC1_C6M2_SafeRoomConvo14aProducer } Response DLC1_C6M2_SafeRoomConvo14cProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo28.vcd" then Coach DLC1_C6M2_SafeRoomConvo14d foo:0 -3.757 //Coach. We make it to New Orleans, there's a Cheeseburger museum. scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo29.vcd" then Coach DLC1_C6M2_SafeRoomConvo14d foo:0 -4.800 //Coach. We make it to New Orleans, there's a Cheeseburger museum. } Rule DLC1_C6M2_SafeRoomConvo14cProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo14c IsProducer Response DLC1_C6M2_SafeRoomConvo14cProducer } Response DLC1_C6M2_SafeRoomConvo14eProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo31.vcd" then Gambler DLC1_C6M2_SafeRoomConvo14f foo:0 -0.987 //Nick, there's a- } Rule DLC1_C6M2_SafeRoomConvo14eProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo14e IsProducer Response DLC1_C6M2_SafeRoomConvo14eProducer } Response DLC1_C6M2_SafeRoomConvo15aProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo32.vcd" then Coach DLC1_C6M2_SafeRoomConvo15b foo:0 -3.064 //Oh, I just keep hoping I wake up every day. } Rule DLC1_C6M2_SafeRoomConvo15aProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo15a IsProducer Response DLC1_C6M2_SafeRoomConvo15aProducer } Response DLC1_C6M2_SafeRoomConvo16Producer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo37.vcd" then Mechanic DLC1_C6M2_SafeRoomConvo17a foo:0 -10.043 //Ellis honey, I've been thinking. Somewhere down the road, do you think we can trade up for a car with, let's say, working doors and a backseat? } Rule DLC1_C6M2_SafeRoomConvo16Producer { criteria ConceptC6M2SafeRoom2 IsProducer IsFrancisIntroActor IsNotSaidC6M2SafeRoom2 ApplyContext "SaidC6M2SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M2_SafeRoomConvo16Producer } Response DLC1_C6M2_SafeRoomConvo16aProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo33.vcd" then Mechanic DLC1_C6M2_SafeRoomConvo16b foo:0 -5.036 //Ellis honey, you do know that eventually we'll have to leave that car behind. Right? scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo34.vcd" then Mechanic DLC1_C6M2_SafeRoomConvo16b foo:0 -4.510 //Ellis honey, you do know that eventually we'll have to leave that car behind. Right? } Rule DLC1_C6M2_SafeRoomConvo16aProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo16a IsProducer Response DLC1_C6M2_SafeRoomConvo16aProducer } Response DLC1_C6M2_SafeRoomConvo16cProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo35.vcd" then Mechanic DLC1_C6M2_SafeRoomConvo16d foo:0 -3.803 //Ya know, I just don't think the military is going to air lift the car to safety. } Rule DLC1_C6M2_SafeRoomConvo16cProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo16c IsProducer Response DLC1_C6M2_SafeRoomConvo16cProducer } Response DLC1_C6M2_SafeRoomConvo17bProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo38.vcd" //Oh! Actually, does anyone want to put that to a vote? scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo39.vcd" //Uhh! Actually, does anyone want to put that to a vote? } Rule DLC1_C6M2_SafeRoomConvo17bProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo17b IsProducer Response DLC1_C6M2_SafeRoomConvo17bProducer } Response DLC1_C6M2_SafeRoomConvo18aProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo40.vcd" then Mechanic DLC1_C6M2_SafeRoomConvo18b foo:0 -2.626 //Ellis, ask yourself, what would Keith do? } Rule DLC1_C6M2_SafeRoomConvo18aProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo18a IsProducer Response DLC1_C6M2_SafeRoomConvo18aProducer } Response DLC1_C6M2_SafeRoomConvo18dProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo41.vcd" then Coach DLC1_C6M2_SafeRoomConvo18e foo:0 -1.428 //AH! I wasn't thinking. scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo42.vcd" then Coach DLC1_C6M2_SafeRoomConvo18e foo:0 -1.354 //AH! I wasn't thinking. } Rule DLC1_C6M2_SafeRoomConvo18dProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo18d IsProducer Response DLC1_C6M2_SafeRoomConvo18dProducer } Response DLC1_C6M2_SafeRoomConvo19aProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo43.vcd" //You're looking good coach. } Rule DLC1_C6M2_SafeRoomConvo19aProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo19a IsProducer Response DLC1_C6M2_SafeRoomConvo19aProducer } Response DLC1_C6M2_SafeRoomConvo20aProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo44.vcd" //Well anybody who survives this shit is gonna be in GREAT shape. } Rule DLC1_C6M2_SafeRoomConvo20aProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo20a IsProducer Response DLC1_C6M2_SafeRoomConvo20aProducer } Response DLC1_C6M2_SafeRoomConvo21aProducer { scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo46.vcd" then Mechanic DLC1_C6M2_SafeRoomConvo21b foo:0 -3.574 //Right... and the zombie apocalypse? scene "scenes/Producer/DLC1_C6M2_SafeRoomConvo47.vcd" then Mechanic DLC1_C6M2_SafeRoomConvo21b foo:0 -2.638 //And the... zombie apocalypse? } Rule DLC1_C6M2_SafeRoomConvo21aProducer { criteria ConceptDLC1_C6M2_SafeRoomConvo21a IsProducer Response DLC1_C6M2_SafeRoomConvo21aProducer } Response WorldC6M2_InSewer101aProducer { scene "scenes/Producer/DLC1_C6M2_Phase2InWater03.vcd" then Producer WorldC6M2_InSewer101b foo:0 -2.388 //Nick, I'm pretty sure this is sewage. } Rule WorldC6M2_InSewer101aProducer { criteria ConceptWorldC6M2_InSewer101a IsProducer Response WorldC6M2_InSewer101aProducer } Response WorldC6M2_InSewer102bProducer { scene "scenes/Producer/DLC1_C6M2_Phase2InWater02.vcd" //Yeah, it's sewage. } Rule WorldC6M2_InSewer102bProducer { criteria ConceptWorldC6M2_InSewer102b IsProducer Response WorldC6M2_InSewer102bProducer } Response WorldC6M2_InSewer202aProducer { scene "scenes/Producer/DLC1_C6M2_Phase2InWater07.vcd" //Ugh-gh-gh-gh-gh. scene "scenes/Producer/DLC1_C6M2_Phase2InWater08.vcd" //[laughing] Ellis! I'm not laughing, I'm not! I'm not laughing. scene "scenes/Producer/DLC1_C6M2_Phase2InWater09.vcd" //Okay, Carl. } Rule WorldC6M2_InSewer202aProducer { criteria ConceptWorldC6M2_InSewer202a IsProducer Response WorldC6M2_InSewer202aProducer } Response WorldC6M2_OnTourWalk101aProducer { scene "scenes/Producer/DLC1_C6M2_HistoricTour03.vcd" then Producer WorldC6M2_OnTourWalk101b foo:0 -0.850 //Shithole? } Rule WorldC6M2_OnTourWalk101aProducer { criteria ConceptWorldC6M2_OnTourWalk101a IsProducer Response WorldC6M2_OnTourWalk101aProducer } Response WorldC6M2_OnTourWalk101bProducer { scene "scenes/Producer/DLC1_C6M2_HistoricTour02.vcd" //Sorry Coach. scene "scenes/Producer/DLC1_C6M2_HistoricTour04.vcd" //Sorry Coach. } Rule WorldC6M2_OnTourWalk101bProducer { criteria ConceptWorldC6M2_OnTourWalk101b IsProducer Response WorldC6M2_OnTourWalk101bProducer } Response WorldC6M2_OnTourWalk102bProducer { scene "scenes/Producer/DLC1_C6M2_HistoricTour05.vcd" //Shut up, Nick. scene "scenes/Producer/DLC1_C6M2_HistoricTour06.vcd" //Shut up, Nick. } Rule WorldC6M2_OnTourWalk102bProducer { criteria ConceptWorldC6M2_OnTourWalk102b IsProducer Response WorldC6M2_OnTourWalk102bProducer } Response WorldC6M2_Phase201aProducer { scene "scenes/Producer/DLC1_C6M2_Phase201.vcd" //It better. scene "scenes/Producer/DLC1_C6M2_Phase202.vcd" //It better. } Rule WorldC6M2_Phase201aProducer { criteria ConceptWorldC6M2_Phase201a IsProducer Response WorldC6M2_Phase201aProducer } Response WorldC6M2_Tattoo01a>Producer { scene "scenes/Producer/DLC1_C6M2_Tattoo01.vcd" then Gambler WorldC6M2_Tattoo01b> foo:0 -2.084 //Hm. Sorry, I didn't get his name. scene "scenes/Producer/DLC1_C6M2_Tattoo02.vcd" then Gambler WorldC6M2_Tattoo01b> foo:0 -2.432 //Damn. Sorry. I didn't get his name. scene "scenes/Producer/DLC1_C6M2_Tattoo03.vcd" then Gambler WorldC6M2_Tattoo01b> foo:0 -2.005 //Sorry. I forgot his name. } Rule WorldC6M2_Tattoo01a>Producer { criteria ConceptWorldC6M2_Tattoo01a> IsProducer Response WorldC6M2_Tattoo01a>Producer } Response WorldC6M2_Tattoo02a>Producer { scene "scenes/Producer/DLC1_C6M2_Tattoo04.vcd" then Coach WorldC6M2_Tattoo02b> foo:0 -0.489 //Where? scene "scenes/Producer/DLC1_C6M2_Tattoo05.vcd" then Coach WorldC6M2_Tattoo02b> foo:0 -0.736 //Where? } Rule WorldC6M2_Tattoo02a>Producer { criteria ConceptWorldC6M2_Tattoo02a> IsProducer Response WorldC6M2_Tattoo02a>Producer } Response WorldC6M2_Tattoo02c>Producer { scene "scenes/Producer/DLC1_C6M2_Tattoo08.vcd" //Please be the ankle, please be the ankle. scene "scenes/Producer/DLC1_C6M2_Tattoo09.vcd" //Please be the ankle, please be the ankle. } Rule WorldC6M2_Tattoo02c>Producer { criteria ConceptWorldC6M2_Tattoo02c> IsProducer Response WorldC6M2_Tattoo02c>Producer } Response WorldC6M2_Tattoo02d>Producer { scene "scenes/Producer/DLC1_C6M2_Tattoo06.vcd" //Burgh-gh-gh-gh-gh. scene "scenes/Producer/DLC1_C6M2_Tattoo07.vcd" //Ughhh. } Rule WorldC6M2_Tattoo02d>Producer { criteria ConceptWorldC6M2_Tattoo02d> IsProducer Response WorldC6M2_Tattoo02d>Producer } Response WorldC6M2_TourEntrance01aProducer { scene "scenes/Producer/DLC1_C6M2_TicketCounter02.vcd" //Who am I kidding? } Rule WorldC6M2_TourEntrance01aProducer { criteria ConceptWorldC6M2_TourEntrance01a IsProducer Response WorldC6M2_TourEntrance01aProducer } //-------------------------------------------------------------------------------------------------------------- // C6M3 //-------------------------------------------------------------------------------------------------------------- Response C6M3_BridgeDownProducer { scene "scenes/Producer/DLC1_C6M2_Bridge2Up02.vcd" //It's here, let's go! scene "scenes/Producer/DLC1_C6M3_FinaleBridgeRun02.vcd" //Come on, let's get to the car! scene "scenes/Producer/DLC1_C6M3_FinaleBridgeRun02.vcd" //Come on, let's get to the car! scene "scenes/Producer/DLC1_C6M3_FinaleBridgeRun03.vcd" //Bridge's down, let's go! scene "scenes/Producer/DLC1_C6M3_FinaleBridgeRun03.vcd" //Bridge's down, let's go! } Rule C6M3_BridgeDownProducer { criteria ConceptC6M3_BridgeDown IsProducer ApplyContext "SaidGetToCar:1:20" applycontexttoworld Response C6M3_BridgeDownProducer } Response C6M3_BridgeGettoCarProducer { scene "scenes/Producer/DLC1_C6M2_Bridge2Up02.vcd" //It's here, let's go! scene "scenes/Producer/DLC1_C6M3_FinaleBridgeRun02.vcd" //Come on, let's get to the car! scene "scenes/Producer/DLC1_C6M3_FinaleBridgeRun02.vcd" //Come on, let's get to the car! scene "scenes/Producer/DLC1_C6M3_FinaleBridgeRun03.vcd" //Bridge's down, let's go! scene "scenes/Producer/DLC1_C6M3_FinaleBridgeRun03.vcd" //Bridge's down, let's go! } Rule C6M3_BridgeGettoCarProducer { criteria ConceptGetToVehicle IsProducer IsNotSaidGetToCar Isc6m3_port ApplyContext "SaidGetToCar:1:20" applycontexttoworld Response C6M3_BridgeGettoCarProducer } Response C6M3_elevatorProducer { scene "scenes/Producer/DLC1_C6M2_Bridge1RaiseActive03.vcd" predelay ".5" //Even the elevators are slow in the south. scene "scenes/Producer/DLC1_C6M3_Elevator01.vcd" predelay ".5" //Let's fill the generator as fast as we can. scene "scenes/Producer/DLC1_C6M3_Elevator02.vcd" predelay ".5" //Something bad happened here. I don't have a good feeling about this. scene "scenes/Producer/DLC1_C6M3_Elevator03.vcd" predelay ".5" //You know its going to be bad if they wouldn't risk it. scene "scenes/Producer/DLC1_C6M3_Elevator04.vcd" predelay ".5" //I wish they would come with us, safety in numbers. scene "scenes/Producer/DLC1_C6M3_Elevator05.vcd" predelay ".5" //After a few hours in the car with you guys, it's nice to hear some new voices. scene "scenes/Producer/DLC1_C6M3_Elevator06.vcd" predelay ".5" //There names are Zoey, Louis and Francis right? } Rule C6M3_elevatorProducer { criteria Conceptc6m3_elevatorCancel IsProducer IsNotSaidC6M3Elevator IsC6M3_port ApplyContext "SaidC6M3Elevator:1:0,Talk:0:0" applycontexttoworld forceweight 1 Response C6M3_elevatorProducer } Response C6M3_GivenItemBikerProducer { scene "scenes/Producer/DLC1_C6M3_FinaleL4D1Items04.vcd" //Thanks guys! scene "scenes/Producer/DLC1_C6M3_FinaleL4D1Items05.vcd" //Thank you guys! scene "scenes/Producer/DLC1_C6M3_FinaleL4D1Items06.vcd" //Thanks Francis. scene "scenes/Producer/DLC1_C6M3_FinaleL4D1Items08.vcd" odds 1 //Thanks sexy guy in the vest. } Rule C6M3_GivenItemBikerProducer { criteria ConceptPlayerPickup IsProducer IsDonorBiker Isc6m3_portHeavy Response C6M3_GivenItemBikerProducer } Response C6M3_GivenItemTeenGirlProducer { scene "scenes/Producer/DLC1_C6M3_FinaleL4D1Items01.vcd" //Thanks Zoey! scene "scenes/Producer/DLC1_C6M3_FinaleL4D1Items02.vcd" //Thanks Zoey! scene "scenes/Producer/DLC1_C6M3_FinaleL4D1Items03.vcd" //Thank for the help Zoey! scene "scenes/Producer/DLC1_C6M3_FinaleL4D1Items07.vcd" //Thanks for the stuff! } Rule C6M3_GivenItemTeenGirlProducer { criteria ConceptPlayerPickup IsProducer IsDonorTeenGirl Isc6m3_portHeavy Response C6M3_GivenItemTeenGirlProducer } Response C6M3SafeRoomProducer { scene "scenes/Producer/blank.vcd" then any C6M3SafeRoom2 foo:0 3 // } Rule C6M3SafeRoomProducer { criteria ConceptTalkIdle Joined3 IsProducer isC6m3_port IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC6M3SafeRoom IsNotSpeakingWeight0 ApplyContext "SaidC6M3SafeRoom:1:0" applycontexttoworld Response C6M3SafeRoomProducer } Response DLC1_C6M3_SafeRoomConvo01Producer { scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo01.vcd" then Mechanic DLC1_C6M3_SafeRoomConvo01a foo:0 -1.260 //Do you think he's waiting for us? } Rule DLC1_C6M3_SafeRoomConvo01Producer { criteria ConceptC6M3SafeRoom2 IsProducer IsNotSaidC6M3SafeRoom2 IsFrancisIntroActor FrancisGroup3 IsInStartArea ApplyContext "SaidC6M3SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M3_SafeRoomConvo01Producer } Response DLC1_C6M3_SafeRoomConvo01bProducer { scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo02.vcd" then Mechanic DLC1_C6M3_SafeRoomConvo01c foo:0 -0.926 //Ellis! } Rule DLC1_C6M3_SafeRoomConvo01bProducer { criteria ConceptDLC1_C6M3_SafeRoomConvo01b IsProducer IsInStartArea Response DLC1_C6M3_SafeRoomConvo01bProducer } Response DLC1_C6M3_SafeRoomConvo02a1Producer { scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo03.vcd" then Gambler DLC1_C6M3_SafeRoomConvo02b foo:0 -0.760 //He'll be there. } Rule DLC1_C6M3_SafeRoomConvo02a1Producer { criteria ConceptDLC1_C6M3_SafeRoomConvo02a1 IsProducer Response DLC1_C6M3_SafeRoomConvo02a1Producer } Response DLC1_C6M3_SafeRoomConvo02cProducer { scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo05.vcd" then Gambler DLC1_C6M3_SafeRoomConvo02d foo:0 -1.258 //I just have a good feeling. scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo06.vcd" then Gambler DLC1_C6M3_SafeRoomConvo02d foo:0 -2.508 //It's a woman thing; I just have a good feeling. } Rule DLC1_C6M3_SafeRoomConvo02cProducer { criteria ConceptDLC1_C6M3_SafeRoomConvo02c IsProducer IsInStartArea Response DLC1_C6M3_SafeRoomConvo02cProducer } Response DLC1_C6M3_SafeRoomConvo04bProducer { scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo07.vcd" then Gambler DLC1_C6M3_SafeRoomConvo04c foo:0 -2.568 //Just be your own sweet self, Ellis. } Rule DLC1_C6M3_SafeRoomConvo04bProducer { criteria ConceptDLC1_C6M3_SafeRoomConvo04b IsProducer IsInStartArea Response DLC1_C6M3_SafeRoomConvo04bProducer } Response DLC1_C6M3_SafeRoomConvo04dProducer { scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo09.vcd" //I just think Nick is jealous. scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo10.vcd" //Nick is just jealous. } Rule DLC1_C6M3_SafeRoomConvo04dProducer { criteria ConceptDLC1_C6M3_SafeRoomConvo04d IsProducer IsInStartArea Response DLC1_C6M3_SafeRoomConvo04dProducer } Response DLC1_C6M3_SafeRoomConvo05cProducer { scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo11.vcd" then Gambler DLC1_C6M3_SafeRoomConvo05d foo:0 -1.309 //Nick. Leave him alone. scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo12.vcd" then Gambler DLC1_C6M3_SafeRoomConvo05d foo:0 -0.901 //Leave him alone. scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo13.vcd" //Ellis, you'll be fine. scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo14.vcd" //Nick, you need to find a woman who hates herself, she'll love you. scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo15.vcd" //Nick, I don't think she's deaf, so she isn't going to like you. scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo16.vcd" //Nick, being one of the last two women in the world alive. I can safely safe, at least half of the women in this world hate you. } Rule DLC1_C6M3_SafeRoomConvo05cProducer { criteria ConceptDLC1_C6M3_SafeRoomConvo05c IsProducer IsInStartArea Response DLC1_C6M3_SafeRoomConvo05cProducer } Response DLC1_C6M3_SafeRoomConvo06aProducer { scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo17.vcd" then Mechanic DLC1_C6M3_SafeRoomConvo06b foo:0 -3.045 //I think someone has a crush on that "awesome" biker dude. } Rule DLC1_C6M3_SafeRoomConvo06aProducer { criteria ConceptDLC1_C6M3_SafeRoomConvo06a IsProducer IsInStartArea Response DLC1_C6M3_SafeRoomConvo06aProducer } Response DLC1_C6M3_SafeRoomConvo07Producer { scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo20.vcd" then Mechanic DLC1_C6M3_SafeRoomConvo07a foo:0 -3.413 //I hope that girl is still waiting for us. } Rule DLC1_C6M3_SafeRoomConvo07Producer { criteria ConceptC6M3SafeRoom2 IsProducer IsNotSaidC6M3SafeRoom2 IsZoeyIntroActor IsInStartArea ApplyContext "SaidC6M3SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M3_SafeRoomConvo07Producer } Response DLC1_C6M3_SafeRoomConvo07bProducer { scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo18.vcd" then Mechanic DLC1_C6M3_SafeRoomConvo07c foo:0 -4.242 //Ellis, she shouted at you for five seconds from a bridge. } Rule DLC1_C6M3_SafeRoomConvo07bProducer { criteria ConceptDLC1_C6M3_SafeRoomConvo07b IsProducer IsInStartArea Response DLC1_C6M3_SafeRoomConvo07bProducer } Response DLC1_C6M3_SafeRoomConvo08gProducer { scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo21.vcd" //Great. Thanks, Coach. scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo22.vcd" //Thanks, Coach. } Rule DLC1_C6M3_SafeRoomConvo08gProducer { criteria ConceptDLC1_C6M3_SafeRoomConvo08g IsProducer IsInStartArea Response DLC1_C6M3_SafeRoomConvo08gProducer } Response DLC1_C6M3_SafeRoomConvo09Producer { scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo23.vcd" then Mechanic DLC1_C6M3_SafeRoomConvo09a foo:0 -4.131 //Ellis, so uh, where are you going to take that Zoey girl on your first date? scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo24.vcd" then Mechanic DLC1_C6M3_SafeRoomConvo09a foo:0 -3.778 //Ellis, so uh, where are you going to take Zoey on your first date? } Rule DLC1_C6M3_SafeRoomConvo09Producer { criteria ConceptC6M3SafeRoom2 IsProducer IsNotSaidC6M3SafeRoom2 IsZoeyIntroActor ZoeyGroup1 IsInStartArea ApplyContext "SaidC6M3SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M3_SafeRoomConvo09Producer } Response DLC1_C6M3_SafeRoomConvo09bProducer { scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo25.vcd" //Oh, yeah, um... What woman wouldn't love that. scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo27.vcd" //Uh... Lucky girl. scene "scenes/Producer/DLC1_C6M3_SafeRoomConvo28.vcd" //Lucky girl. } Rule DLC1_C6M3_SafeRoomConvo09bProducer { criteria ConceptDLC1_C6M3_SafeRoomConvo09b IsProducer IsInStartArea Response DLC1_C6M3_SafeRoomConvo09bProducer } Response IncapBounceProducer { scene "scenes/Producer/blank.vcd" then Biker InCapBounce2 foo:0 0 // } Rule IncapBounceProducer { criteria ConceptSurvivorIncapacitated IsProducer IsNotSaidInCapBounce isC6m3_port ApplyContext "SaidInCapBounce:1:0" applycontexttoworld Response IncapBounceProducer } //-------------------------------------------------------------------------------------------------------------- // Finale Speech //-------------------------------------------------------------------------------------------------------------- Response C6M3_CansDoneProducer { scene "scenes/Producer/DLC1_C6M3_FinaleBridgeRun04.vcd" then any EmphaticArriveRun foo:0 -1.498 //Everyone to the car! } Rule C6M3_CansDoneProducer { criteria Conceptc6m3escapeready IsProducer IsC6M3_Port IsNotSaidc6m3escapeready ApplyContext "Saidc6m3escapeready:1:0,Talk:1:5" applycontexttoworld Response C6M3_CansDoneProducer } //-------------------------------------------------------------------------------------------------------------- // Monster Spotted //-------------------------------------------------------------------------------------------------------------- Response L4D1AlsoSpottedTankProducer { scene "scenes/Producer/DLC1_L4D1Tank01.vcd" //Holy shit! scene "scenes/Producer/DLC1_L4D1Tank02.vcd" //Holy shit! Holy shit! Holy shit! Holy SHIT! scene "scenes/Producer/DLC1_L4D1Tank03.vcd" odds 1 //Two tanks! scene "scenes/Producer/DLC1_L4D1Tank04.vcd" //Boys we got tanks! scene "scenes/Producer/DLC1_L4D1Tank05.vcd" //Lead the tanks back to Louis. scene "scenes/Producer/DLC1_L4D1Tank06.vcd" odds 1 //We got two too many tanks. scene "scenes/Producer/DLC1_L4D1Tank07.vcd" //TANKS! scene "scenes/Producer/DLC1_L4D1Tank08.vcd" //Lead the tanks back to Louis. scene "scenes/Producer/DLC1_L4D1Tank09.vcd" odds 1 //Whoa. We got two too many tanks. } Rule L4D1AlsoSpottedTankProducer { criteria ConceptPlayerAlsoWarnTank IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Isc6m3_port ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60" applycontexttoworld Response L4D1AlsoSpottedTankProducer } Response L4D1SpottedTankProducer { scene "scenes/Producer/DLC1_L4D1Tank01.vcd" //Holy shit! scene "scenes/Producer/DLC1_L4D1Tank02.vcd" //Holy shit! Holy shit! Holy shit! Holy SHIT! scene "scenes/Producer/DLC1_L4D1Tank03.vcd" odds 1 //Two tanks! scene "scenes/Producer/DLC1_L4D1Tank04.vcd" //Boys we got tanks! scene "scenes/Producer/DLC1_L4D1Tank05.vcd" //Lead the tanks back to Louis. scene "scenes/Producer/DLC1_L4D1Tank06.vcd" odds 1 //We got two too many tanks. scene "scenes/Producer/DLC1_L4D1Tank07.vcd" //TANKS! scene "scenes/Producer/DLC1_L4D1Tank08.vcd" //Lead the tanks back to Louis. scene "scenes/Producer/DLC1_L4D1Tank09.vcd" odds 1 //Whoa. We got two too many tanks. } Rule L4D1SpottedTankProducer { criteria ConceptPlayerWarnSpecial IsSpecialTypeTank IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Isc6m3_port IsNotSpeakingWeight0 ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60" applycontexttoworld Response L4D1SpottedTankProducer } Response SurvivorSpottedFallenProducer { norepeat scene "scenes/Producer/DLC1_FallenSurvior01.vcd" //Get that zombie! scene "scenes/Producer/DLC1_FallenSurvior03.vcd" //Stop that zombie! scene "scenes/Producer/DLC1_FallenSurvior04.vcd" //That zombie's carrying something! } Rule SurvivorSpottedFallenProducer { criteria ConceptPlayerWarnSpecial IsSpecialTypeFallen IsNotCoughing IsProducer IsTalk IsTalkProducer IsWorldTalkProducer IsNotSaidFallenWarn IsNotSpeakingWeight0 ApplyContext "SaidFallenWarn:1:20" applycontexttoworld Response SurvivorSpottedFallenProducer } //-------------------------------------------------------------------------------------------------------------- // Player File //-------------------------------------------------------------------------------------------------------------- Response PlayerWitchChasingC6M1Producer { scene "scenes/Producer/DLC1_C6M1_WeddingWitchChasing01.vcd" //Ahh I pissed off another bride! scene "scenes/Producer/DLC1_C6M1_WeddingWitchChasing02.vcd" //Kill the bride! Kill the bride! scene "scenes/Producer/DLC1_C6M1_WeddingWitchChasing03.vcd" //Kill the bride! } Rule PlayerWitchChasingC6M1Producer { criteria ConceptPlayerExertionMinor IsProducer IsWitchPresent SubjectIsNotWitch IsNotSaidProducerWitchChasing IsSaidProducerWitchAttacking isc6m1_riverbank ApplyContext "SaidProducerWitchChasing:1:15,TalkProducer:1:2" forceweight 20 Response PlayerWitchChasingC6M1Producer } //-------------------------------------------------------------------------------------------------------------- // Remarkable Vocalize //-------------------------------------------------------------------------------------------------------------- Response PlayerRemarkremark_MidnightRidersBusProducer { scene "scenes/Producer/DLC1_C6M2_MidnightRiders01.vcd" //Was that a bus? scene "scenes/Producer/DLC1_C6M2_MidnightRiders02.vcd" //Was that a tour bus? } Rule PlayerRemarkremark_MidnightRidersBusProducer { criteria ConceptRemark IsProducer Isremark_MidnightRidersBus IsNotSaidremark_MidnightRidersBus IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear1500 IsNotSpeakingWeight0 ApplyContext "Saidremark_MidnightRidersBus:1:0" applycontexttoworld Response PlayerRemarkremark_MidnightRidersBusProducer } Response PlayerRemarkWorldC6M1_AcrossHereProducer { scene "scenes/Producer/DLC1_C6M1_BackAlley04.vcd" //We can cross-over up there. } Rule PlayerRemarkWorldC6M1_AcrossHereProducer { criteria ConceptRemark IsProducer IsWorldC6M1_AcrossHere IsNotSaidWorldC6M1_AcrossHere IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_AcrossHere:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_AcrossHereProducer } Response PlayerRemarkWorldC6M1_AlleyBelowProducer { scene "scenes/Producer/DLC1_C6M1_BackAlley02.vcd" //Down this alley. } Rule PlayerRemarkWorldC6M1_AlleyBelowProducer { criteria ConceptRemark IsProducer IsWorldC6M1_AlleyBelow IsNotSaidWorldC6M1_AlleyBelow IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_AlleyBelow:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_AlleyBelowProducer } Response PlayerRemarkWorldC6M1_AlleyIntoBuildingProducer { scene "scenes/Producer/DLC1_C6M1_BackAlley03.vcd" //We need to get into the building. scene "scenes/Producer/DLC1_C6M1_BackAlley05.vcd" //We can cross-over up there. } Rule PlayerRemarkWorldC6M1_AlleyIntoBuildingProducer { criteria ConceptRemark IsProducer IsWorldC6M1_AlleyIntoBuilding IsNotSaidWorldC6M1_AlleyIntoBuilding IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_AlleyIntoBuilding:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_AlleyIntoBuildingProducer } Response PlayerRemarkWorldC6M1_InAptsProducer { scene "scenes/Producer/DLC1_C6M1_BackAlley06.vcd" //Let's search these rooms. } Rule PlayerRemarkWorldC6M1_InAptsProducer { criteria ConceptRemark IsProducer IsWorldC6M1_InApts IsNotSaidWorldC6M1_InApts IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_InApts:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_InAptsProducer } Response PlayerRemarkWorldC6M1_IntotheparkProducer { scene "scenes/Producer/DLC1_C6M1_IntoPark01.vcd" //Through this park. scene "scenes/Producer/DLC1_C6M1_IntoPark02.vcd" //Down into the park. scene "scenes/Producer/DLC1_C6M1_IntoPark06.vcd" //Ellis, I really think the car will be okay on its own. } Rule PlayerRemarkWorldC6M1_IntotheparkProducer { criteria ConceptRemark IsProducer IsWorldC6M1_Intothepark IsNotSaidWorldC6M1_Intothepark IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_Intothepark:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_IntotheparkProducer } Response PlayerRemarkWorldC6M1_IntoThePark2Producer { scene "scenes/Producer/DLC1_C6M1_IntoPark01.vcd" //Through this park. } Rule PlayerRemarkWorldC6M1_IntoThePark2Producer { criteria ConceptRemark IsProducer IsWorldC6M1_IntoThePark2 IsNotSaidWorldC6M1_IntoThePark2 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_IntoThePark2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_IntoThePark2Producer } Response PlayerRemarkWorldC6M1_IntoTheStoreProducer { scene "scenes/Producer/DLC1_C6M1_IntoStore01.vcd" //Through this store. scene "scenes/Producer/DLC1_C6M1_IntoStore02.vcd" //Through the store. scene "scenes/Producer/DLC1_C6M1_IntoStore04.vcd" //Guns in the store. } Rule PlayerRemarkWorldC6M1_IntoTheStoreProducer { criteria ConceptRemark IsProducer IsWorldC6M1_IntoTheStore IsNotSaidWorldC6M1_IntoTheStore IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_IntoTheStore:1:0,JustSaidWorldC6M1_IntoTheStore:1:30" applycontexttoworld Response PlayerRemarkWorldC6M1_IntoTheStoreProducer } Response PlayerRemarkWorldC6M1_PostWeddingProducer { scene "scenes/Producer/DLC1_C6M1_WeddingPostWitch03.vcd" //Check the tents. scene "scenes/Producer/DLC1_C6M1_WeddingPostWitch04.vcd" //Well, this isn't the worst wedding I've ever been to. scene "scenes/Producer/DLC1_C6M1_WeddingPostWitch07.vcd" //Check the tents. } Rule PlayerRemarkWorldC6M1_PostWeddingProducer { criteria ConceptRemark IsProducer IsWorldC6M1_PostWedding IsNotSaidWorldC6M1_PostWedding IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear600 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_PostWedding:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_PostWeddingProducer } Response PlayerRemarkWorldC6M1_SafeRoomAlleyProducer { scene "scenes/Producer/DLC1_C6M1_BackAlley01.vcd" //Behind this bus. scene "scenes/Producer/DLC1_C6M1_SafeRoomAhead01.vcd" //Safe house! } Rule PlayerRemarkWorldC6M1_SafeRoomAlleyProducer { criteria ConceptRemark IsProducer IsWorldC6M1_SafeRoomAlley IsNotSaidWorldC6M1_SafeRoomAlley IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear600 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_SafeRoomAlley:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_SafeRoomAlleyProducer } Response PlayerRemarkWorldC6M1_ThroughBarProducer { scene "scenes/Producer/MiscDirectional01.vcd" //Through here! scene "scenes/Producer/MiscDirectional11.vcd" //Let's go through here! } Rule PlayerRemarkWorldC6M1_ThroughBarProducer { criteria ConceptRemark IsProducer IsWorldC6M1_ThroughBar IsNotSaidWorldC6M1_ThroughBar IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_ThroughBar:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_ThroughBarProducer } Response PlayerRemarkWorldC6M1_UpHereProducer { scene "scenes/Producer/MiscDirectional26.vcd" //We can get up here! scene "scenes/Producer/WorldC3M251.vcd" //We can get through up here. } Rule PlayerRemarkWorldC6M1_UpHereProducer { criteria ConceptRemark IsProducer IsWorldC6M1_UpHere IsNotSaidWorldC6M1_UpHere IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_UpHere:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_UpHereProducer } Response PlayerRemarkWorldC6M1_UpTheStairsProducer { scene "scenes/Producer/DLC1_C6M1_Upstairs02.vcd" //Let's go upstairs. } Rule PlayerRemarkWorldC6M1_UpTheStairsProducer { criteria ConceptRemark IsProducer IsWorldC6M1_UpTheStairs IsNotSaidWorldC6M1_UpTheStairs IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_UpTheStairs:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_UpTheStairsProducer } Response PlayerRemarkWorldC6M1_UpTheStairs2Producer { scene "scenes/Producer/DLC1_C6M1_Upstairs01.vcd" //Go upstairs. scene "scenes/Producer/DLC1_C6M1_Upstairs03.vcd" //Go upstairs. scene "scenes/Producer/DLC1_C6M2_UpStairs01.vcd" //Up the stairs! } Rule PlayerRemarkWorldC6M1_UpTheStairs2Producer { criteria ConceptRemark IsProducer IsWorldC6M1_UpTheStairs2 IsNotSaidWorldC6M1_UpTheStairs2 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_UpTheStairs2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_UpTheStairs2Producer } Response PlayerRemarkWorldC6M1_WeddingWarnProducer { scene "scenes/Producer/DLC1_C6M1_WeddingWitch09.vcd" //I don't know what she's crying about, at least she got married. scene "scenes/Producer/DLC1_C6M1_WeddingWitch12.vcd" //You see? This is why I hate weddings. scene "scenes/Producer/DLC1_C6M1_WeddingWitch13.vcd" //This is one time I don't mind being the bridesmaid. scene "scenes/Producer/DLC1_C6M1_WeddingWitch15.vcd" //Something old, something new, something about to rip your guts out. } Rule PlayerRemarkWorldC6M1_WeddingWarnProducer { criteria ConceptRemark IsProducer IsWorldC6M1_WeddingWarn IsNotSaidWorldC6M1_WeddingWarn IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_WeddingWarn:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_WeddingWarnProducer } Response PlayerRemarkWorldC6M1_WeddingWarn1Producer { scene "scenes/Producer/DLC1_C6M1_WeddingWitch09.vcd" //I don't know what she's crying about, at least she got married. scene "scenes/Producer/DLC1_C6M1_WeddingWitch12.vcd" //You see? This is why I hate weddings. scene "scenes/Producer/DLC1_C6M1_WeddingWitch13.vcd" //This is one time I don't mind being the bridesmaid. scene "scenes/Producer/DLC1_C6M1_WeddingWitch15.vcd" //Something old, something new, something about to rip your guts out. } Rule PlayerRemarkWorldC6M1_WeddingWarn1Producer { criteria ConceptRemark IsProducer IsWorldC6M1_WeddingWarn1 IsNotSaidWorldC6M1_WeddingWarn IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_WeddingWarn:1:0,AtWedding:1:60" applycontexttoworld Response PlayerRemarkWorldC6M1_WeddingWarn1Producer } Response PlayerRemarkWorldC6M1_WeddingWarn2Producer { scene "scenes/Producer/DLC1_C6M1_WeddingWitch09.vcd" //I don't know what she's crying about, at least she got married. scene "scenes/Producer/DLC1_C6M1_WeddingWitch12.vcd" //You see? This is why I hate weddings. scene "scenes/Producer/DLC1_C6M1_WeddingWitch13.vcd" //This is one time I don't mind being the bridesmaid. scene "scenes/Producer/DLC1_C6M1_WeddingWitch15.vcd" //Something old, something new, something about to rip your guts out. } Rule PlayerRemarkWorldC6M1_WeddingWarn2Producer { criteria ConceptRemark IsProducer IsWorldC6M1_WeddingWarn2 IsNotSaidWorldC6M1_WeddingWarn IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_WeddingWarn:1:0,AtWedding:1:60" applycontexttoworld Response PlayerRemarkWorldC6M1_WeddingWarn2Producer } Response PlayerRemarkWorldC6M1_WeddingWarn3Producer { scene "scenes/Producer/DLC1_C6M1_WeddingWitch09.vcd" //I don't know what she's crying about, at least she got married. scene "scenes/Producer/DLC1_C6M1_WeddingWitch12.vcd" //You see? This is why I hate weddings. scene "scenes/Producer/DLC1_C6M1_WeddingWitch13.vcd" //This is one time I don't mind being the bridesmaid. scene "scenes/Producer/DLC1_C6M1_WeddingWitch15.vcd" //Something old, something new, something about to rip your guts out. } Rule PlayerRemarkWorldC6M1_WeddingWarn3Producer { criteria ConceptRemark IsProducer IsWorldC6M1_WeddingWarn3 IsNotSaidWorldC6M1_WeddingWarn IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_WeddingWarn:1:0,AtWedding:1:60" applycontexttoworld Response PlayerRemarkWorldC6M1_WeddingWarn3Producer } Response PlayerRemarkWorldC6M1_WeddingWarnAngelProducer { scene "scenes/Producer/DLC1_C6M1_WeddingWitch10.vcd" //Hey Ellis look, it's another angel. } Rule PlayerRemarkWorldC6M1_WeddingWarnAngelProducer { criteria ConceptRemark IsProducer IsWorldC6M1_WeddingWarn IsNotSaidWorldC6M1_WeddingWarn IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IsMechanicNear800Weight0 IsZoeyIntroActor ZoeyGroup2 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_WeddingWarn:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_WeddingWarnAngelProducer } Response PlayerRemarkWorldC6M2_AcrossPlankProducer { scene "scenes/Producer/DLC1_C6M2_OverPlank01.vcd" //Quick over this plank. scene "scenes/Producer/DLC1_C6M2_OverPlank02.vcd" //Hurry up over this plank. scene "scenes/Producer/DLC1_C6M2_OverPlank03.vcd" //I am not looking down. } Rule PlayerRemarkWorldC6M2_AcrossPlankProducer { criteria ConceptRemark IsProducer IsWorldC6M2_AcrossPlank IsNotSaidWorldC6M2_AcrossPlank IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear250 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_AcrossPlank:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_AcrossPlankProducer } Response PlayerRemarkWorldC6M2_AfterGate1Producer { scene "scenes/Producer/DLC1_C6M2_Phase2InWater11.vcd" //Don't stop, let's go! scene "scenes/Producer/DLC1_C6M2_Phase2InWater12.vcd" //Keep moving! } Rule PlayerRemarkWorldC6M2_AfterGate1Producer { criteria ConceptRemark IsProducer IsWorldC6M2_AfterGate1 IsNotSaidWorldC6M2_AfterGate1 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear500 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_AfterGate1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_AfterGate1Producer } Response PlayerRemarkWorldC6M2_AfterGate2Producer { scene "scenes/Producer/DLC1_C6M2_InWaterFindLadder01.vcd" //Nick, you've got a turd on your shoulder. scene "scenes/Producer/DLC1_C6M2_InWaterFindLadder02.vcd" //Nick, you've got a turd on your shoulder. scene "scenes/Producer/DLC1_C6M2_InWaterFindLadder03.vcd" //Nick, there's something on your shoulder. scene "scenes/Producer/DLC1_C6M2_InWaterFindLadder04.vcd" //There goes my boots. scene "scenes/Producer/DLC1_C6M2_InWaterFindLadder05.vcd" //That alarm is not turning off. scene "scenes/Producer/DLC1_C6M2_InWaterFindLadder06.vcd" //We need to keep running. scene "scenes/Producer/DLC1_C6M2_InWaterFindLadder07.vcd" //We need to keep running. } Rule PlayerRemarkWorldC6M2_AfterGate2Producer { criteria ConceptRemark IsProducer IsWorldC6M2_AfterGate2 IsNotSaidWorldC6M2_AfterGate2 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear500 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_AfterGate2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_AfterGate2Producer } Response PlayerRemarkWorldC6M2_DownHereProducer { scene "scenes/Producer/MiscDirectional05.vcd" //Down here! scene "scenes/Producer/World10.vcd" //Down here. scene "scenes/Producer/WorldC2M108.vcd" //Down here! } Rule PlayerRemarkWorldC6M2_DownHereProducer { criteria ConceptRemark IsProducer IsWorldC6M2_DownHere IsNotSaidWorldC6M2_DownHere IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_DownHere:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_DownHereProducer } Response PlayerRemarkWorldC6M2_DownIntoBuildingProducer { scene "scenes/Producer/DLC1_C6M2_UpThroughBuilding01.vcd" //Through here. scene "scenes/Producer/DLC1_C6M2_UpThroughBuilding02.vcd" //In here. scene "scenes/Producer/DLC1_C6M2_UpThroughBuilding03.vcd" //Through this building. } Rule PlayerRemarkWorldC6M2_DownIntoBuildingProducer { criteria ConceptRemark IsProducer IsWorldC6M2_DownIntoBuilding IsNotSaidWorldC6M2_DownIntoBuilding IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_DownIntoBuilding:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_DownIntoBuildingProducer } Response PlayerRemarkWorldC6M2_FinalLadderProducer { scene "scenes/Producer/DLC1_C6M2_UpLadder01.vcd" //Another ladder. scene "scenes/Producer/DLC1_C6M2_UpLadder02.vcd" //We can get up here. } Rule PlayerRemarkWorldC6M2_FinalLadderProducer { criteria ConceptRemark IsProducer IsWorldC6M2_FinalLadder IsNotSaidWorldC6M2_FinalLadder IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_FinalLadder:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_FinalLadderProducer } Response PlayerRemarkWorldC6M2_FinalWaterProducer { scene "scenes/Producer/DLC1_C6M2_FinalWater01.vcd" //Back in the water! scene "scenes/Producer/DLC1_C6M2_FinalWater02.vcd" //Yay, back in the water! scene "scenes/Producer/DLC1_C6M2_FinalWater03.vcd" //Yay, great, back in the water! scene "scenes/Producer/DLC1_C6M2_FinalWater04.vcd" //(Sarcastically) Yay! More water! } Rule PlayerRemarkWorldC6M2_FinalWaterProducer { criteria ConceptRemark IsProducer IsWorldC6M2_FinalWater IsNotSaidWorldC6M2_FinalWater IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_FinalWater:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_FinalWaterProducer } Response PlayerRemarkWorldC6M2_FinalWaterGoGoProducer { scene "scenes/Producer/DLC1_C6M2_Phase2InWater11.vcd" //Don't stop, let's go! scene "scenes/Producer/DLC1_C6M2_Phase2InWater12.vcd" //Keep moving! scene "scenes/Producer/WorldC4M2B25.vcd" //KEEP MOVING! } Rule PlayerRemarkWorldC6M2_FinalWaterGoGoProducer { criteria ConceptRemark IsProducer IsWorldC6M2_FinalWaterGoGo IsNotSaidWorldC6M2_FinalWaterGoGo IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_FinalWaterGoGo:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_FinalWaterGoGoProducer } Response PlayerRemarkWorldC6M2_InJazzClubProducer { scene "scenes/Producer/DLC1_C6M2_JazzClub01.vcd" //Into the club. scene "scenes/Producer/DLC1_C6M2_JazzClub02.vcd" //The tour is in the club. scene "scenes/Producer/DLC1_C6M2_JazzClub03.vcd" //The tour is in the club. } Rule PlayerRemarkWorldC6M2_InJazzClubProducer { criteria ConceptRemark IsProducer IsWorldC6M2_InJazzClub IsNotSaidWorldC6M2_InJazzClub IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear1000 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_InJazzClub:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_InJazzClubProducer } Response PlayerRemarkWorldC6M2_InSewer1Producer { scene "scenes/Producer/DLC1_C6M2_Phase2InWater01.vcd" //Nick, I'm pretty sure this is sewage. scene "scenes/Producer/DLC1_C6M2_Phase2InWater10.vcd" //This is more interesting than phase one. } Rule PlayerRemarkWorldC6M2_InSewer1Producer { criteria ConceptRemark IsProducer IsWorldC6M2_InSewer1 IsNotSaidWorldC6M2_InSewer1 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_InSewer1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_InSewer1Producer } Response PlayerRemarkWorldC6M2_InSewer2Producer { scene "scenes/Producer/DLC1_C6M2_Phase2InWater05.vcd" then Gambler WorldC6M2_InSewer201a foo:0 -2.052 //Hey, Nick! Splash fight! } Rule PlayerRemarkWorldC6M2_InSewer2Producer { criteria ConceptRemark IsProducer IsWorldC6M2_InSewer2 IsNotSaidWorldC6M2_InSewer2 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IsSaidWorldC6M2_InSewer1 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_InSewer2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_InSewer2Producer } Response PlayerRemarkWorldC6M2_InSewerLadder1Producer { scene "scenes/Producer/DLC1_C6M2_UpLadder101.vcd" //Out of the water! scene "scenes/Producer/DLC1_C6M2_UpLadder102.vcd" //Out of the water! scene "scenes/Producer/DLC1_C6M2_UpLadder103.vcd" //Let's get out! } Rule PlayerRemarkWorldC6M2_InSewerLadder1Producer { criteria ConceptRemark IsProducer IsWorldC6M2_InSewerLadder1 IsNotSaidWorldC6M2_InSewerLadder1 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_InSewerLadder1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_InSewerLadder1Producer } Response PlayerRemarkWorldC6M2_IntoConstructionProducer { scene "scenes/Producer/DLC1_C6M2_ConstructionSite01.vcd" //Let's jump down. scene "scenes/Producer/DLC1_C6M2_ConstructionSite02.vcd" //Down into the construction site. } Rule PlayerRemarkWorldC6M2_IntoConstructionProducer { criteria ConceptRemark IsProducer IsWorldC6M2_IntoConstruction IsNotSaidWorldC6M2_IntoConstruction IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear150 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_IntoConstruction:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_IntoConstructionProducer } Response PlayerRemarkWorldC6M2_IntoPoolHallProducer { scene "scenes/Producer/DLC1_C6M2_IntoPoolHall01.vcd" //Get into the pool hall. scene "scenes/Producer/DLC1_C6M2_IntoPoolHall02.vcd" //We can climb in through the window. } Rule PlayerRemarkWorldC6M2_IntoPoolHallProducer { criteria ConceptRemark IsProducer IsWorldC6M2_IntoPoolHall IsNotSaidWorldC6M2_IntoPoolHall IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_IntoPoolHall:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_IntoPoolHallProducer } Response PlayerRemarkWorldC6M2_JukeBoxProducer { scene "scenes/Producer/DLC1_C6M2_StartingJukeBox01.vcd" //Ugh. This jukebox sucks. scene "scenes/Producer/DLC1_C6M2_StartingJukeBox02.vcd" //Ugh. This jukebox sucks. } Rule PlayerRemarkWorldC6M2_JukeBoxProducer { criteria ConceptRemark IsProducer IsWorldC6M2_JukeBox IsNotSaidWorldC6M2_JukeBox IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear150 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_JukeBox:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_JukeBoxProducer } Response PlayerRemarkWorldC6M2_JumpDownProducer { scene "scenes/Producer/DLC1_C6M2_Phase2JumpInWater01.vcd" //Let's jump together. scene "scenes/Producer/DLC1_C6M2_Phase2JumpInWater02.vcd" //Why is it always water? } Rule PlayerRemarkWorldC6M2_JumpDownProducer { criteria ConceptRemark IsProducer IsWorldC6M2_JumpDown IsNotSaidWorldC6M2_JumpDown IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_JumpDown:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_JumpDownProducer } Response PlayerRemarkWorldC6M2_OnTourWalk1Producer { scene "scenes/Producer/DLC1_C6M2_HistoricTour09.vcd" //Follow the walkway. scene "scenes/Producer/DLC1_C6M2_HistoricTour10.vcd" //Keep to the walkway. scene "scenes/Producer/DLC1_C6M2_HistoricTour11.vcd" //Stay off the dirt, it's historical. } Rule PlayerRemarkWorldC6M2_OnTourWalk1Producer { criteria ConceptRemark IsProducer IsWorldC6M2_OnTourWalk1 IsNotSaidWorldC6M2_OnTourWalk1 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_OnTourWalk1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_OnTourWalk1Producer } Response PlayerRemarkWorldC6M2_OnTourWalk2Producer { scene "scenes/Producer/DLC1_C6M2_HistoricTour07.vcd" //Only in the South would this pass for a museum. } Rule PlayerRemarkWorldC6M2_OnTourWalk2Producer { criteria ConceptRemark IsProducer IsWorldC6M2_OnTourWalk2 IsNotSaidWorldC6M2_OnTourWalk2 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_OnTourWalk2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_OnTourWalk2Producer } Response PlayerRemarkWorldC6M2_OnTourWalk3Producer { scene "scenes/Producer/DLC1_C6M2_HistoricTour08.vcd" //Five dollars well spent. } Rule PlayerRemarkWorldC6M2_OnTourWalk3Producer { criteria ConceptRemark IsProducer IsWorldC6M2_OnTourWalk3 IsNotSaidWorldC6M2_OnTourWalk3 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_OnTourWalk3:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_OnTourWalk3Producer } Response PlayerRemarkWorldC6M2_OpenGate1Producer { scene "scenes/Producer/DLC1_C6M1_AlarmDoor01.vcd" //Get ready an alarm is going to sound when we open this. scene "scenes/Producer/DLC1_C6M2_Bridge1Raise02.vcd" //Get ready to go once we hit this button. } Rule PlayerRemarkWorldC6M2_OpenGate1Producer { criteria ConceptRemark IsProducer IsWorldC6M2_OpenGate1 IsNotSaidWorldC6M2_OpenGate1 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IsNotSaidOpenedGate1 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_OpenGate1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_OpenGate1Producer } Response PlayerRemarkWorldC6M2_Phase2Producer { scene "scenes/Producer/DLC1_C6M2_Phase203.vcd" //Another phase? I'm still not done thinking about phase one. scene "scenes/Producer/DLC1_C6M2_Phase204.vcd" //Phase two? Phase one was finished? scene "scenes/Producer/DLC1_C6M2_Phase205.vcd" //I hope phase two is as good as phase one. scene "scenes/Producer/DLC1_C6M2_Phase207.vcd" //I've never had so much fun learning. scene "scenes/Producer/DLC1_C6M2_Phase208.vcd" //That was almost as bad as the Seattle underground tour. } Rule PlayerRemarkWorldC6M2_Phase2Producer { criteria ConceptRemark IsProducer IsWorldC6M2_Phase2 IsNotSaidWorldC6M2_Phase2 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Phase2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_Phase2Producer } Response PlayerRemarkWorldC6M2_Phase2DownProducer { scene "scenes/Producer/DLC1_C6M2_Phase209.vcd" //Down the stairs! } Rule PlayerRemarkWorldC6M2_Phase2DownProducer { criteria ConceptRemark IsProducer IsWorldC6M2_Phase2Down IsNotSaidWorldC6M2_Phase2Down IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Phase2Down:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_Phase2DownProducer } Response PlayerRemarkWorldC6M2_Phase2DownIntenseProducer { scene "scenes/Producer/DLC1_C6M2_Phase210.vcd" //Down, go down! } Rule PlayerRemarkWorldC6M2_Phase2DownIntenseProducer { criteria ConceptRemark IsProducer IsWorldC6M2_Phase2Down IsNotSaidWorldC6M2_Phase2Down IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IntensityOver75 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Phase2Down:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_Phase2DownIntenseProducer } Response PlayerRemarkWorldC6M2_PostGate1xProducer { scene "scenes/Producer/DLC1_C6M2_BridgeCollapse01.vcd" //Back in the water. } Rule PlayerRemarkWorldC6M2_PostGate1xProducer { criteria ConceptRemark IsProducer IsWorldC6M2_PostGate1 IsNotSaidWorldC6M2_PostGate1 IsNotCoughing IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IsSaidOpenedGate1 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_PostGate1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_PostGate1xProducer } Response PlayerRemarkWorldC6M2_SafeRoomProducer { scene "scenes/Producer/DLC1_C6M2_Saferoom01.vcd" //Saferoom! } Rule PlayerRemarkWorldC6M2_SafeRoomProducer { criteria ConceptRemark IsProducer IsWorldC6M2_SafeRoom IsNotSaidWorldC6M2_SafeRoom IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear800 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_SafeRoom:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_SafeRoomProducer } Response PlayerRemarkWorldC6M2_SuitcaseProducer { scene "scenes/Producer/DLC1_C6M2_SuitcasePistols01.vcd" //Is this your suitcase Nick? scene "scenes/Producer/DLC1_C6M2_SuitcasePistols02.vcd" //Heh. Is this your suitcase Nick? } Rule PlayerRemarkWorldC6M2_SuitcaseProducer { criteria ConceptRemark IsProducer IsWorldC6M2_Suitcase IsNotSaidWorldC6M2_Suitcase IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear100 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Suitcase:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_SuitcaseProducer } Response PlayerRemarkWorldC6M2_TourEntranceProducer { scene "scenes/Producer/DLC1_C6M2_TicketCounter01.vcd" then Producer WorldC6M2_TourEntrance01a foo:0 -1.841 //Maybe there's no zombies down here. } Rule PlayerRemarkWorldC6M2_TourEntranceProducer { criteria ConceptRemark IsProducer IsWorldC6M2_TourEntrance IsNotSaidWorldC6M2_TourEntrance IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_TourEntrance:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_TourEntranceProducer } Response PlayerRemarkWorldC6M2_UpCatWalkProducer { scene "scenes/Producer/DLC1_C6M2_UpCatwalk01.vcd" //A ladder! scene "scenes/Producer/DLC1_C6M2_UpCatwalk02.vcd" //Thank god, a ladder! scene "scenes/Producer/DLC1_C6M2_UpCatwalk03.vcd" //Thank god, a ladder! } Rule PlayerRemarkWorldC6M2_UpCatWalkProducer { criteria ConceptRemark IsProducer IsWorldC6M2_UpCatWalk IsNotSaidWorldC6M2_UpCatWalk IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_UpCatWalk:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_UpCatWalkProducer } Response PlayerRemarkWorldC6M2_UpStairsProducer { scene "scenes/Producer/DLC1_C6M2_UpStairs01.vcd" //Up the stairs! scene "scenes/Producer/DLC1_C6M2_UpStairs02.vcd" //The street's up there! scene "scenes/Producer/DLC1_C6M2_UpStairs03.vcd" //Up the stairs! } Rule PlayerRemarkWorldC6M2_UpStairsProducer { criteria ConceptRemark IsProducer IsWorldC6M2_UpStairs IsNotSaidWorldC6M2_UpStairs IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_UpStairs:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_UpStairsProducer } Response PlayerRemarkWorldC6M2_UpStairs2Producer { scene "scenes/Producer/DLC1_C6M1_Upstairs01.vcd" //Go upstairs. scene "scenes/Producer/DLC1_C6M1_Upstairs02.vcd" //Let's go upstairs. scene "scenes/Producer/DLC1_C6M2_UpStairs03.vcd" //Up the stairs! } Rule PlayerRemarkWorldC6M2_UpStairs2Producer { criteria ConceptRemark IsProducer IsWorldC6M2_UpStairs2 IsNotSaidWorldC6M2_UpStairs2 IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_UpStairs2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_UpStairs2Producer } Response PlayerRemarkWorldC6M3_BridgeRunProducer { scene "scenes/Producer/DLC1_C6M3_FinaleBridgeRun01.vcd" then Any WorldC6M3_ByBridge01 foo:0 -0.909 //Get to the car! scene "scenes/Producer/DLC1_C6M3_FinaleBridgeRun06.vcd" then Any WorldC6M3_ByBridge01 foo:0 -1.768 //Thank you guys! GOOD LUCK! } Rule PlayerRemarkWorldC6M3_BridgeRunProducer { criteria ConceptRemark IsProducer IsWorldC6M3_BridgeRun IsNotSaidWorldC6M3_BridgeRun IsNotCoughing IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear500 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M3_BridgeRun:1:0" applycontexttoworld Response PlayerRemarkWorldC6M3_BridgeRunProducer } Response PlayerRemarkWorldC6M3_ByBridgeProducer { scene "scenes/Producer/DLC1_C6M3_FinaleFinalGas01.vcd" //Thanks Louis, sure you don't want to come along? scene "scenes/Producer/DLC1_C6M3_FinaleFinalGas02.vcd" //Thanks Francis, there's room in the car. scene "scenes/Producer/DLC1_C6M3_FinaleFinalGas03.vcd" //Thanks Zoey, us women gotta work together. scene "scenes/Producer/DLC1_C6M3_FinaleFinalGas04.vcd" //Thank you guys for all you've done. scene "scenes/Producer/DLC1_C6M3_FinaleFinalGas05.vcd" //Thanks! Keep safe. scene "scenes/Producer/DLC1_C6M3_FinaleFinalGas06.vcd" //Thanks! Good luck. } Rule PlayerRemarkWorldC6M3_ByBridgeProducer { criteria ConceptRemark IsProducer IsWorldC6M3_ByBridge IsNotSaidWorldC6M3_ByBridge IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear300 IsSaidFinalVehicleArrived IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M3_ByBridge:1:0" applycontexttoworld Response PlayerRemarkWorldC6M3_ByBridgeProducer } Response PlayerRemarkWorldFootLockerProducer { scene "scenes/Producer/DLC1_FootLocker02.vcd" //Search the locker. scene "scenes/Producer/DLC1_FootLocker04.vcd" //Check the locker. scene "scenes/Producer/DLC1_FootLocker05.vcd" //Check the lockers. } Rule PlayerRemarkWorldFootLockerProducer { criteria ConceptRemark IsProducer IsWorldFootLocker IsNotSaidWorldFootLocker IsNotCoughing NotInCombat IsTalk IsTalkProducer IsWorldTalkProducer IsSubjectNear500 IsNotSpeakingWeight0 ApplyContext "SaidWorldFootLocker:1:0" applycontexttoworld Response PlayerRemarkWorldFootLockerProducer } //-------------------------------------------------------------------------------------------------------------- // Scavenge //-------------------------------------------------------------------------------------------------------------- Response C6M3_PourFinishedProducer { scene "scenes/Producer/blank.vcd" predelay ".5,1.5" then Manager L4D1_NiceJobPour foo:0 0 // } Rule C6M3_PourFinishedProducer { criteria ConceptPlayerPourFinished IsProducer IsTalk IsTalkProducer IsWorldTalkProducer Isc6m3_port ChanceToFire20Percent ApplyContext "Talk:1:3" Response C6M3_PourFinishedProducer } //-------------------------------------------------------------------------------------------------------------- // Vocalizer //-------------------------------------------------------------------------------------------------------------- Response SurvivorNearFinaleC6M3Producer { scene "scenes/Producer/blank.vcd" // } Rule SurvivorNearFinaleC6M3Producer { criteria ConceptPlayerNearFinale IsNotCoughing IsProducer IsNotSaidFinaleAhead NotInCombat IsTalk IsTalkProducer IsNotIncapacitated IsWorldTalkProducer Isc6m3_port ApplyContext "SaidFinaleAhead:1:0" applycontexttoworld Response SurvivorNearFinaleC6M3Producer } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Pickups //-------------------------------------------------------------------------------------------------------------- Response SurvivorPickupGolfCLubProducer { scene "scenes/Producer/DLC1_GolfClub02.vcd" //Grabbing a golf club. scene "scenes/Producer/DLC1_GolfClub05.vcd" //Grabbing the driver. scene "scenes/Producer/DLC1_GolfClub07.vcd" //Fore! } Rule SurvivorPickupGolfCLubProducer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpGolfClub IsNotSpeaking ProducerNotPickedUpItem IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupGolfCLubProducer } Response SurvivorPickupM60Producer { scene "scenes/Producer/DLC1_M6006.vcd" //I'm taking the big gun. scene "scenes/Producer/DLC1_M6007.vcd" //I'm taking the big gun. scene "scenes/Producer/DLC1_M6008.vcd" //Taking the big gun. scene "scenes/Producer/DLC1_M6009.vcd" //Oh my god, this gun feels good. scene "scenes/Producer/DLC1_M6010.vcd" //I have found my new favorite gun. } Rule SurvivorPickupM60Producer { criteria ConceptPlayerPickup IsNotCoughing IsProducer IsPickedUpM60 IsNotSpeaking ProducerNotPickedUpItem IsTalk IsTalkProducer IsWorldTalkProducer ApplyContext "ProducerPickedUpItem:1:30" Response SurvivorPickupM60Producer } //-------------------------------------------------------------------------------------------------------------- // Vocalizer Convo (AUTO) //-------------------------------------------------------------------------------------------------------------- Response HistoricTour02bProducer { scene "scenes/Producer/DLC1_C6M1_HistoricSign03.vcd" //(sarcastically) Thanks Coach. scene "scenes/Producer/DLC1_C6M1_HistoricSign04.vcd" //(sarcastically) Gee, thanks Coach. scene "scenes/Producer/DLC1_C6M1_HistoricSign05.vcd" //(sarcastically) Uh, gee, glad I asked. scene "scenes/Producer/DLC1_C6M1_HistoricSign06.vcd" //(sarcastically) Gee, thanks Coach. scene "scenes/Producer/DLC1_C6M1_HistoricSign07.vcd" //(sarcastically) Glad I asked. scene "scenes/Producer/DLC1_C6M1_HistoricSign08.vcd" //Good enough. scene "scenes/Producer/DLC1_C6M1_HistoricSign09.vcd" //Well, okay... Good enough. } Rule HistoricTour02bProducer { criteria ConceptHistoricTour02b IsProducer Response HistoricTour02bProducer } Response WeddingWitchDead01Producer { scene "scenes/Producer/DLC1_C6M1_WeddingWitchDead01.vcd" //Nick, you scare me. } Rule WeddingWitchDead01Producer { criteria ConceptWeddingWitchDead01 IsProducer Response WeddingWitchDead01Producer } Response WeddingWitchDead04Producer { scene "scenes/Producer/DLC1_C6M1_WeddingWitchDead05.vcd" //Yeah, let's just get of here. } Rule WeddingWitchDead04Producer { criteria ConceptWeddingWitchDead04 IsProducer Response WeddingWitchDead04Producer } //-------------------------------------------------------------------------------------------------------------- // Volcalize //-------------------------------------------------------------------------------------------------------------- Response Player.LostCallC6M3Producer { scene "scenes/Producer/blank.vcd" // } Rule Player.LostCallC6M3Producer { criteria ConceptTalkIdle IsProducer IsClosestSurvivorFar3000 IsNotSaidPlayerLostCall Isc6m3_port ChanceToFire100Percent IsNotSpeakingWeight0 ApplyContext "SaidPlayerLostCall:1:50" applycontexttoworld Response Player.LostCallC6M3Producer } //-------------------------------------------------------------------------------------------------------------- // Weapon Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpottedGolfClubProducer { scene "scenes/Producer/DLC1_GolfClub01.vcd" //Golf club. scene "scenes/Producer/DLC1_GolfClub03.vcd" //Golf club here. scene "scenes/Producer/DLC1_GolfClub04.vcd" //Club here. scene "scenes/Producer/DLC1_GolfClub06.vcd" //Driver here. } Rule SurvivorSpottedGolfClubProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsGolfClub IsWorldTalkProducer IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGolfClubProducer } Response SurvivorSpottedGolfClubAutoProducer { scene "scenes/Producer/DLC1_GolfClub01.vcd" //Golf club. scene "scenes/Producer/DLC1_GolfClub03.vcd" //Golf club here. scene "scenes/Producer/DLC1_GolfClub04.vcd" //Club here. scene "scenes/Producer/DLC1_GolfClub06.vcd" //Driver here. } Rule SurvivorSpottedGolfClubAutoProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsGolfClub IsWorldTalkProducer ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGolfClubAutoProducer } Response SurvivorSpottedM60Producer { scene "scenes/Producer/DLC1_M6001.vcd" //There's a big gun. scene "scenes/Producer/DLC1_M6002.vcd" //Big gun here. scene "scenes/Producer/DLC1_M6003.vcd" //Big gun here. scene "scenes/Producer/DLC1_M6004.vcd" //There's a big gun over here. scene "scenes/Producer/DLC1_M6005.vcd" //Man, big gun over here. } Rule SurvivorSpottedM60Producer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsM60 IsWorldTalkProducer IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedM60Producer } Response SurvivorSpottedM60AutoProducer { scene "scenes/Producer/DLC1_M6001.vcd" //There's a big gun. scene "scenes/Producer/DLC1_M6002.vcd" //Big gun here. scene "scenes/Producer/DLC1_M6003.vcd" //Big gun here. scene "scenes/Producer/DLC1_M6004.vcd" //There's a big gun over here. scene "scenes/Producer/DLC1_M6005.vcd" //Man, big gun over here. } Rule SurvivorSpottedM60AutoProducer { criteria ConceptPlayerSpotWeapon IsNotCoughing IsProducer IsTalk IsTalkProducer IsNotSmartLookAuto IsM60 IsWorldTalkProducer ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedM60AutoProducer } //-------------------------------------------------------------------------------------------------------------- // Mechanic Response Rule File //-------------------------------------------------------------------------------------------------------------- //Auto-generated blank response for padding out InfoRemarkables Response _PlayerInfoRemarkableBlankMechanic { speak "Mechanic_Blank" noscene //Blank } Response L4D1PlayerNiceShotMechanic { scene "scenes/Mechanic/NiceShot09.vcd" //Hey good shootin'! } Rule L4D1PlayerNiceShotMechanic { criteria ConceptL4D1PlayerNiceShot IsNotCoughing IsMechanic IsSubjectDistNear1500 IsTalk IsTalkMechanic IsWorldTalkMechanic IsNotSpeaking ChanceToFire70Percent Response L4D1PlayerNiceShotMechanic } Response L4D1PlayerNiceShotFrancisMechanic { scene "scenes/Mechanic/DLC1_C6M3_FinaleL4D1Killing12.vcd" //Hey, nice shot Francis. scene "scenes/Mechanic/DLC1_C6M3_FinaleL4D1Killing14.vcd" //Thanks Francis! scene "scenes/Mechanic/DLC1_C6M3_FinaleL4D1Killing19.vcd" //Francis! } Rule L4D1PlayerNiceShotFrancisMechanic { criteria ConceptL4D1PlayerNiceShot IsNotCoughing IsMechanic IsSubjectDistNear1500 IsTalk IsTalkMechanic IsWorldTalkMechanic SubjectIsBiker ChanceToFire70Percent IsNotSpeaking Response L4D1PlayerNiceShotFrancisMechanic } Response L4D1PlayerNiceShotLouisMechanic { scene "scenes/Mechanic/DLC1_C6M3_FinaleL4D1Killing15.vcd" //Louis, you are deadly, man! scene "scenes/Mechanic/DLC1_C6M3_FinaleL4D1Killing16.vcd" //Nice shooting Lou! scene "scenes/Mechanic/DLC1_C6M3_FinaleL4D1Killing20.vcd" //Loooouis! scene "scenes/Mechanic/DLC1_C6M3_FinaleL4D1Killing21.vcd" //Loooouis! scene "scenes/Mechanic/DLC1_C6M3_FinaleL4D1Killing22.vcd" //Nice shooting Lou! } Rule L4D1PlayerNiceShotLouisMechanic { criteria ConceptL4D1PlayerNiceShot IsNotCoughing IsMechanic IsSubjectDistNear1500 IsTalk IsTalkMechanic IsWorldTalkMechanic SubjectIsManager ChanceToFire70Percent IsNotSpeaking Response L4D1PlayerNiceShotLouisMechanic } Response L4D1PlayerNiceShotZoeyMechanic { scene "scenes/Mechanic/DLC1_C6M3_FinaleL4D1Killing01.vcd" //A girl who can shoot? I am in love. scene "scenes/Mechanic/DLC1_C6M3_FinaleL4D1Killing02.vcd" //Man, you tell me Zoey don't look good with that gun. Mm! scene "scenes/Mechanic/DLC1_C6M3_FinaleL4D1Killing04.vcd" //Hey, nice shot Zoey! scene "scenes/Mechanic/DLC1_C6M3_FinaleL4D1Killing07.vcd" //Zoey! Zoey! Zoey! Man I just love sayin' it. scene "scenes/Mechanic/DLC1_C6M3_FinaleL4D1Killing10.vcd" //Zoey! Zoey! Zoey! I just love sayin' it! } Rule L4D1PlayerNiceShotZoeyMechanic { criteria ConceptL4D1PlayerNiceShot IsNotCoughing IsMechanic IsSubjectDistNear1500 IsTalk IsTalkMechanic IsWorldTalkMechanic SubjectIsTeenGirl ChanceToFire70Percent IsNotSpeaking Response L4D1PlayerNiceShotZoeyMechanic } //-------------------------------------------------------------------------------------------------------------- // C1M4 //-------------------------------------------------------------------------------------------------------------- Response C6M3GasPourMechanic { scene "scenes/Mechanic/DLC1_C6M3_Cans03.vcd" //Filling the generator. scene "scenes/Mechanic/DLC1_C6M3_Cans04.vcd" //Hey I'm filling the generator. scene "scenes/Mechanic/DLC1_C6M3_Cans05.vcd" //Pouring one in. scene "scenes/Mechanic/DLC1_C6M3_Cans06.vcd" //One more in the gennie. scene "scenes/Mechanic/DLC1_C6M3_Cans07.vcd" //One more in the gennie. scene "scenes/Mechanic/DLC1_C6M3_Cans08.vcd" //Can't fit much more. scene "scenes/Mechanic/DLC1_C6M3_Cans09.vcd" //This thing can't fit much more. } Rule C6M3GasPourMechanic { criteria ConceptPlayerPourStarted IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic IsNotScavenge isC6M3_Port ChanceToFire70Percent ApplyContext "TalkMechanic:1:2" Response C6M3GasPourMechanic } //-------------------------------------------------------------------------------------------------------------- // C6M1 //-------------------------------------------------------------------------------------------------------------- Response C6M1_IntotheparkNoHealthMechanic { scene "scenes/Mechanic/DLC1_C6M1_IntoPark02.vcd" //Grab a health kit. scene "scenes/Mechanic/DLC1_C6M1_IntoPark03.vcd" //Everybody grab a health kit, now. } Rule C6M1_IntotheparkNoHealthMechanic { criteria ConceptC6M1_IntotheparkNoHealth IsMechanic Response C6M1_IntotheparkNoHealthMechanic } Response C6M1Intro_01aMechanic { scene "scenes/Mechanic/DLC1_C6M1_InitialMeeting01.vcd" then Biker C6M1Intro_01b foo:0 -6.365 //Thanks! Yeah, she's purty purty. Any chance you could lower the bridge for us? scene "scenes/Mechanic/DLC1_C6M1_InitialMeeting03.vcd" then Biker C6M1Intro_01b foo:0 -5.025 //Thanks, thanks! Hey man, any chance you could lower the bridge for us? } Rule C6M1Intro_01aMechanic { criteria ConceptC6M1Intro_01a IsMechanic IsNotVersus Response C6M1Intro_01aMechanic } Response C6M1Intro_01Biker02Mechanic { scene "scenes/Mechanic/DLC1_C6M1_InitialMeeting18.vcd" then Biker C6M1Intro_24b foo:0 -12.798 //Oh man, I know! That's what I've been sayin'!. If there're zombies there's got to be vampires, wolfmen, mummies, aliens and all that shit man. It just makes sense. } Rule C6M1Intro_01Biker02Mechanic { criteria ConceptintroC6M1 IsMechanic IsFrancisIntroActor IsNotSaidIntroScene FrancisGroup2 IsNotVersus ApplyContext "SaidIntroScene:1:0,Talk:1:30" applycontexttoworld Response C6M1Intro_01Biker02Mechanic } Response C6M1Intro_01cMechanic { scene "scenes/Mechanic/DLC1_C6M1_InitialMeeting02.vcd" then Biker C6M1Intro_01d foo:0 -0.982 //Oh, come on, man! } Rule C6M1Intro_01cMechanic { criteria ConceptC6M1Intro_01c IsMechanic IsNotVersus Response C6M1Intro_01cMechanic } Response C6M1Intro_01TeenGirl04Mechanic { scene "scenes/Mechanic/DLC1_C6M1_InitialMeeting21.vcd" then TeenGirl C6M1Intro_23a foo:0 -2.512 //Can you lower the bridge so we can get our car across? } Rule C6M1Intro_01TeenGirl04Mechanic { criteria ConceptintroC6M1 IsMechanic IsZoeyIntroActor IsNotSaidIntroScene MoreThan60 LessThan100 IsNotVersus ApplyContext "SaidIntroScene:1:0,Talk:1:30" applycontexttoworld Response C6M1Intro_01TeenGirl04Mechanic } Response C6M1Intro_02aMechanic { scene "scenes/Mechanic/DLC1_C6M1_InitialMeeting04.vcd" then Biker C6M1Intro_02b foo:0 -4.221 //No, sir! Just borrowin' the car! Any chance you could lower that bridge? scene "scenes/Mechanic/DLC1_C6M1_InitialMeeting05.vcd" then Biker C6M1Intro_02b foo:0 -5.011 //No, sir! Just borrowin' this beauty! Any chance you could lower that bridge for us? } Rule C6M1Intro_02aMechanic { criteria ConceptC6M1Intro_02a IsMechanic Response C6M1Intro_02aMechanic } Response C6M1Intro_11aMechanic { scene "scenes/Mechanic/DLC1_C6M1_InitialMeeting06.vcd" then TeenGirl C6M1Intro_11b foo:0 -5.419 //Well, thanks. Hey, could y'all lower your bridge so we can get across? We're heading to New Orleans. scene "scenes/Mechanic/DLC1_C6M1_InitialMeeting09.vcd" then TeenGirl C6M1Intro_11b foo:0 -6.880 //Thanks, thanks, yeah. Hey, could you lower the bridge so we can get across? We're heading over to New Orleans. } Rule C6M1Intro_11aMechanic { criteria ConceptC6M1Intro_11a IsMechanic Response C6M1Intro_11aMechanic } Response C6M1Intro_11cMechanic { scene "scenes/Mechanic/DLC1_C6M1_InitialMeeting07.vcd" then Any WorldC6M1_HistoricTour foo:0 1 //Okay then. Wish us luck. scene "scenes/Mechanic/DLC1_C6M1_InitialMeeting08.vcd" then Any WorldC6M1_HistoricTour foo:0 1 //(to self) Oh my gosh that is the prettiest girl I have ever seen. scene "scenes/Mechanic/DLC1_C6M1_InitialMeeting10.vcd" then Any WorldC6M1_HistoricTour foo:0 1 //Okay, thanks. Wish us luck. scene "scenes/Mechanic/DLC1_C6M1_InitialMeeting11.vcd" then Any WorldC6M1_HistoricTour foo:0 1 //(to self) Whoa, man, that was the prettiest girl I have ever seen. scene "scenes/Mechanic/DLC1_C6M1_InitialMeeting12.vcd" then Gambler C6M1Intro_11d foo:0 -13.161 //(to self) Man oh man. I jumped Jimmy Gibbs car through a plate glass window and I just met the prettiest girl I have ever seen. Nick, shoot me right now, brother, things are never going to get any better than this. } Rule C6M1Intro_11cMechanic { criteria ConceptC6M1Intro_11c IsMechanic Response C6M1Intro_11cMechanic } Response C6M1Intro_12bMechanic { scene "scenes/Mechanic/DLC1_C6M1_InitialMeeting13.vcd" then Producer C6M1Intro_12c foo:0 -4.691 //(to self) She is so beautiful, she is so beautiful. } Rule C6M1Intro_12bMechanic { criteria ConceptC6M1Intro_12b IsMechanic Response C6M1Intro_12bMechanic } Response C6M1Intro_13aMechanic { scene "scenes/Mechanic/DLC1_C6M1_InitialMeeting16.vcd" then Coach C6M1Intro_13b foo:0 -14.217 //Well Hello! Hello... Howdy. Beautiful weather, huh... we're havin' (to group) Oh god, I'm too nervous to talk to her, one of you better do this. } Rule C6M1Intro_13aMechanic { criteria ConceptC6M1Intro_13a IsMechanic Response C6M1Intro_13aMechanic } Response C6M1Intro_13cMechanic { scene "scenes/Mechanic/DLC1_C6M1_InitialMeeting14.vcd" then TeenGirl C6M1Intro_13d foo:0 -3.537 //Nah, I can't. Look at her. scene "scenes/Mechanic/DLC1_C6M1_InitialMeeting15.vcd" then TeenGirl C6M1Intro_13d foo:0 -6.079 //Nah, I can't. Look at her, she's an angel. } Rule C6M1Intro_13cMechanic { criteria ConceptC6M1Intro_13c IsMechanic Response C6M1Intro_13cMechanic } Response C6M1Intro_13fMechanic { scene "scenes/Mechanic/DLC1_C6M1_InitialMeeting17.vcd" //COACH, come on, man! } Rule C6M1Intro_13fMechanic { criteria ConceptC6M1Intro_13f IsMechanic ApplyContext "Talk:0:0" applycontexttoworld Response C6M1Intro_13fMechanic } Response C6M1Intro_23bMechanic { scene "scenes/Mechanic/DLC1_C6M1_InitialMeeting22.vcd" then TeenGirl C6M1Intro_23c foo:0 -7.488 //Oh, do we uh... need to know some sort of password or something? } Rule C6M1Intro_23bMechanic { criteria ConceptC6M1Intro_23b IsMechanic Response C6M1Intro_23bMechanic } Response C6M1Intro_23dMechanic { scene "scenes/Mechanic/DLC1_C6M1_InitialMeeting23.vcd" then Any WorldC6M1_HistoricTour foo:0 -4.369 //Well, I guess we'll take it. See ya! } Rule C6M1Intro_23dMechanic { criteria ConceptC6M1Intro_23d IsMechanic ApplyContext "Talk:0:0" applycontexttoworld Response C6M1Intro_23dMechanic } Response C6M1Intro_24cMechanic { scene "scenes/Mechanic/DLC1_C6M1_InitialMeeting19.vcd" then Biker C6M1Intro_24d foo:0 -2.841 //So you can go ahead and lower that bridge for us then? } Rule C6M1Intro_24cMechanic { criteria ConceptC6M1Intro_24c IsMechanic Response C6M1Intro_24cMechanic } Response C6M1Intro_24eMechanic { scene "scenes/Mechanic/DLC1_C6M1_InitialMeeting20.vcd" //Ahh I gotcha and that's what y'all need help with. All right okay, I don't like it. But okay. } Rule C6M1Intro_24eMechanic { criteria ConceptC6M1Intro_24e IsMechanic ApplyContext "Talk:0:0" applycontexttoworld Response C6M1Intro_24eMechanic } Response LeavingC6M1StartMechanic { scene "scenes/Mechanic/blank.vcd" // } Rule LeavingC6M1StartMechanic { criteria ConceptSurvivorLeavingCheckpoint IsMechanic ApplyContext "LeftC6M1Start:1:0" applycontexttoworld Response LeavingC6M1StartMechanic } Response RemWorldC6M1_WeddingWarn02Mechanic { scene "scenes/Mechanic/DLC1_C6M1_Wedding01.vcd" //Ain't seen none Coach, but I'll yell if I do. } Rule RemWorldC6M1_WeddingWarn02Mechanic { criteria ConceptRemWorldC6M1_WeddingWarn02 IsMechanic IsSubjectDistNear800 ApplyContext "AtWedding:1:60, CoachCake:1:0" applycontexttoworld Response RemWorldC6M1_WeddingWarn02Mechanic } Response WorldC6M1_WeddingWarn03aMechanic { scene "scenes/Mechanic/DLC1_C6M1_WeddingWitch01.vcd" then Producer WorldC6M1_WeddingWarn03b foo:0 -0.799 //(whispered) Shut up Nick. } Rule WorldC6M1_WeddingWarn03aMechanic { criteria ConceptWorldC6M1_WeddingWarn03a IsMechanic ApplyContext "AtWedding:1:60" applycontexttoworld Response WorldC6M1_WeddingWarn03aMechanic } //-------------------------------------------------------------------------------------------------------------- // C6M2 //-------------------------------------------------------------------------------------------------------------- Response C6M2_OpenGate1Mechanic { scene "scenes/Mechanic/DLC1_C6M1_AlarmDoorOpen01.vcd" //I opened it. scene "scenes/Mechanic/DLC1_C6M1_AlarmDoorOpen02.vcd" //It's open, GO! scene "scenes/Mechanic/DLC1_C6M1_AlarmDoorOpen03.vcd" //I hit it, man, GO GO GO! scene "scenes/Mechanic/DLC1_C6M2_Bridge1RaiseHitIt01.vcd" //I hit it. scene "scenes/Mechanic/DLC1_C6M2_Bridge2Up03.vcd" //Alright, let's boogie. } Rule C6M2_OpenGate1Mechanic { criteria ConceptC6M2_OpenGate1 IsMechanic ApplyContext "SaidOpenedGate1:1:0" applycontexttoworld Response C6M2_OpenGate1Mechanic } Response C6M2_OpenGate1bMechanic { scene "scenes/Mechanic/DLC1_C6M2_Bridge2Raise08.vcd" //Hey! } Rule C6M2_OpenGate1bMechanic { criteria ConceptC6M2_OpenGate1b IsMechanic Response C6M2_OpenGate1bMechanic } Response C6M2_OpenGate1BlameMechanic { scene "scenes/Mechanic/blank.vcd" then Gambler C6M2_OpenGate1a foo:0 0.01 // } Rule C6M2_OpenGate1BlameMechanic { criteria ConceptC6M2_OpenGate1 IsMechanic IsGamblerNear800Weight0 ApplyContext "SaidOpenedGate1:1:0" applycontexttoworld Response C6M2_OpenGate1BlameMechanic } Response C6M2_OpenGate2Mechanic { scene "scenes/Mechanic/DLC1_C6M1_AlarmDoorOpen02.vcd" //It's open, GO! scene "scenes/Mechanic/DLC1_C6M1_AlarmDoorOpen03.vcd" //I hit it, man, GO GO GO! scene "scenes/Mechanic/DLC1_C6M2_Bridge1RaiseHitIt01.vcd" //I hit it. scene "scenes/Mechanic/DLC1_C6M2_Bridge2Up03.vcd" //Alright, let's boogie. } Rule C6M2_OpenGate2Mechanic { criteria ConceptC6M2_OpenGate2 IsMechanic ApplyContext "Said:OpenedGate2:1:0" applycontexttoworld Response C6M2_OpenGate2Mechanic } Response C6M2LeavingSafeRoomMechanic { scene "scenes/Mechanic/DLC1_C6M2_LeavingSaferoom01.vcd" //Let's hurry, man. I miss my car. scene "scenes/Mechanic/DLC1_C6M2_LeavingSaferoom02.vcd" //Jimmy Gibb Jr, we're coming for ya, baby. scene "scenes/Mechanic/DLC1_C6M2_LeavingSaferoom03.vcd" //Okay we gotta hurry, man! I miss the car. } Rule C6M2LeavingSafeRoomMechanic { criteria ConceptSurvivorLeavingInitialCheckpoint IsMechanic IsNotSaidC6M2LeavingSafeRoom isc6m2_bedlam ChanceToFire70Percent ApplyContext "SaidC6M2LeavingSafeRoom:1:0" applycontexttoworld Response C6M2LeavingSafeRoomMechanic } Response C6M2SafeRoomMechanic { scene "scenes/Mechanic/blank.vcd" then any C6M2SafeRoom2 foo:0 3 // } Rule C6M2SafeRoomMechanic { criteria ConceptTalkIdle Joined3 IsMechanic isC6m2_bedlam IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC6M2SafeRoom IsNotSpeakingWeight0 ApplyContext "SaidC6M2SafeRoom:1:0" applycontexttoworld Response C6M2SafeRoomMechanic } Response DLC1_C6M2_SafeRoomConvo02aMechanic { scene "scenes/Mechanic/DLC1_C6M2_SafeRoomConvo01.vcd" then Gambler DLC1_C6M2_SafeRoomConvo02b foo:0 -3.509 //Nick, for the last time, I am NOT leaving it behind. } Rule DLC1_C6M2_SafeRoomConvo02aMechanic { criteria ConceptDLC1_C6M2_SafeRoomConvo02a IsMechanic Response DLC1_C6M2_SafeRoomConvo02aMechanic } Response DLC1_C6M2_SafeRoomConvo03Mechanic { scene "scenes/Mechanic/DLC1_C6M2_SafeRoomConvo02.vcd" then Producer DLC1_C6M2_SafeRoomConvo03a foo:0 -3.330 //We gotta find a way to get that bridge up, no way I'm leaving that car behind. scene "scenes/Mechanic/DLC1_C6M2_SafeRoomConvo04.vcd" then Producer DLC1_C6M2_SafeRoomConvo04a foo:0 -3.113 //Screw this I just can't leave that car behind. I'm going back for her. } Rule DLC1_C6M2_SafeRoomConvo03Mechanic { criteria ConceptC6M2SafeRoom2 IsMechanic IsFrancisIntroActor FrancisGroup1 IsNotSaidC6M2SafeRoom2 ApplyContext "SaidC6M2SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M2_SafeRoomConvo03Mechanic } Response DLC1_C6M2_SafeRoomConvo03bMechanic { scene "scenes/Mechanic/DLC1_C6M2_SafeRoomConvo03.vcd" then Producer DLC1_C6M2_SafeRoomConvo03c foo:0 -16.180 //JUST A CAR!?!? JUST A CAR!?!?! That's like saying the mona Lisa's just a sculpture or shit, that's like sayin' Jimmy Gibb's just a driver. That's like saying that girl on the bridge is just a little pretty, she's an angel. Shit, that's like, that's like, } Rule DLC1_C6M2_SafeRoomConvo03bMechanic { criteria ConceptDLC1_C6M2_SafeRoomConvo03b IsMechanic Response DLC1_C6M2_SafeRoomConvo03bMechanic } Response DLC1_C6M2_SafeRoomConvo06Mechanic { scene "scenes/Mechanic/DLC1_C6M2_SafeRoomConvo05.vcd" then Any DLC1_C6M2_SafeRoomConvo07a foo:0 -6.763 //Hey Rochelle; now don't spare my feelings nonr, do you think I got any shot with that Zoey girl? } Rule DLC1_C6M2_SafeRoomConvo06Mechanic { criteria ConceptC6M2SafeRoom2 IsMechanic IsZoeyIntroActor ZoeyGroup1 IsNotSaidC6M2SafeRoom2 ApplyContext "SaidC6M2SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M2_SafeRoomConvo06Mechanic } Response DLC1_C6M2_SafeRoomConvo08Mechanic { scene "scenes/Mechanic/DLC1_C6M2_SafeRoomConvo09.vcd" then Producer DLC1_C6M2_SafeRoomConvo15a foo:0 -4.114 //Oh, I keep hoping we drive to a place where there aren't any more zombies. } Rule DLC1_C6M2_SafeRoomConvo08Mechanic { criteria ConceptC6M2SafeRoom2 IsMechanic IsNotSaidC6M2SafeRoom2 ApplyContext "SaidC6M2SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M2_SafeRoomConvo08Mechanic } Response DLC1_C6M2_SafeRoomConvo11aMechanic { scene "scenes/Mechanic/DLC1_C6M2_SafeRoomConvo06.vcd" then Gambler DLC1_C6M2_SafeRoomConvo11b foo:0 -4.069 //I was just thinkin' of her Nick. Man, she is beautiful. scene "scenes/Mechanic/DLC1_C6M2_SafeRoomConvo07.vcd" then Gambler DLC1_C6M2_SafeRoomConvo11b foo:0 -6.728 //Yeah, I was just thinkin' of her too, Nick. Oh, she is beautiful. } Rule DLC1_C6M2_SafeRoomConvo11aMechanic { criteria ConceptDLC1_C6M2_SafeRoomConvo11a IsMechanic Response DLC1_C6M2_SafeRoomConvo11aMechanic } Response DLC1_C6M2_SafeRoomConvo14bMechanic { scene "scenes/Mechanic/DLC1_C6M2_SafeRoomConvo08.vcd" then Producer DLC1_C6M2_SafeRoomConvo14c foo:0 -2.922 //Get outta here! Alright! } Rule DLC1_C6M2_SafeRoomConvo14bMechanic { criteria ConceptDLC1_C6M2_SafeRoomConvo14b IsMechanic Response DLC1_C6M2_SafeRoomConvo14bMechanic } Response DLC1_C6M2_SafeRoomConvo15Mechanic { scene "scenes/Mechanic/DLC1_C6M2_SafeRoomConvo10.vcd" then Coach DLC1_C6M2_SafeRoomConvo16a1 foo:0 -3.684 //You know, we've been gone for a while, you think the car is okay? scene "scenes/Mechanic/DLC1_C6M2_SafeRoomConvo10.vcd" then Producer DLC1_C6M2_SafeRoomConvo16a foo:0 -3.684 //You know, we've been gone for a while, you think the car is okay? } Rule DLC1_C6M2_SafeRoomConvo15Mechanic { criteria ConceptC6M2SafeRoom2 IsMechanic IsNotSaidC6M2SafeRoom2 ApplyContext "SaidC6M2SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M2_SafeRoomConvo15Mechanic } Response DLC1_C6M2_SafeRoomConvo16bMechanic { scene "scenes/Mechanic/DLC1_C6M2_SafeRoomConvo11.vcd" then Producer DLC1_C6M2_SafeRoomConvo16c foo:0 -1.763 //Yeah, yeah, that's not going to happen. } Rule DLC1_C6M2_SafeRoomConvo16bMechanic { criteria ConceptDLC1_C6M2_SafeRoomConvo16b IsMechanic Response DLC1_C6M2_SafeRoomConvo16bMechanic } Response DLC1_C6M2_SafeRoomConvo16b1Mechanic { scene "scenes/Mechanic/DLC1_C6M2_SafeRoomConvo11.vcd" then Coach DLC1_C6M2_SafeRoomConvo16e foo:0 -1.763 //Yeah, yeah, that's not going to happen. } Rule DLC1_C6M2_SafeRoomConvo16b1Mechanic { criteria ConceptDLC1_C6M2_SafeRoomConvo16b1 IsMechanic Response DLC1_C6M2_SafeRoomConvo16b1Mechanic } Response DLC1_C6M2_SafeRoomConvo16dMechanic { scene "scenes/Mechanic/DLC1_C6M2_SafeRoomConvo12.vcd" //(knowing laugh) Okay Ro. Whatever you say. } Rule DLC1_C6M2_SafeRoomConvo16dMechanic { criteria ConceptDLC1_C6M2_SafeRoomConvo16d IsMechanic Response DLC1_C6M2_SafeRoomConvo16dMechanic } Response DLC1_C6M2_SafeRoomConvo16fMechanic { scene "scenes/Mechanic/DLC1_C6M2_SafeRoomConvo13.vcd" //(knowing laugh) Okay Coach. Whatever you say. } Rule DLC1_C6M2_SafeRoomConvo16fMechanic { criteria ConceptDLC1_C6M2_SafeRoomConvo16f IsMechanic Response DLC1_C6M2_SafeRoomConvo16fMechanic } Response DLC1_C6M2_SafeRoomConvo17Mechanic { scene "scenes/Mechanic/DLC1_C6M2_SafeRoomConvo15.vcd" then Producer DLC1_C6M2_SafeRoomConvo18a foo:0 -3.626 //Ah man, that Zoey will never go for a man like me. } Rule DLC1_C6M2_SafeRoomConvo17Mechanic { criteria ConceptC6M2SafeRoom2 IsMechanic IsZoeyIntroActor IsNotSaidC6M2SafeRoom2 ApplyContext "SaidC6M2SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M2_SafeRoomConvo17Mechanic } Response DLC1_C6M2_SafeRoomConvo17aMechanic { scene "scenes/Mechanic/DLC1_C6M2_SafeRoomConvo14.vcd" then Producer DLC1_C6M2_SafeRoomConvo17b foo:0 -7.751 //Ro, that car's family now. Hell that biker fella's an awesome dude, but we ain't tradin' him for Nick. } Rule DLC1_C6M2_SafeRoomConvo17aMechanic { criteria ConceptDLC1_C6M2_SafeRoomConvo17a IsMechanic Response DLC1_C6M2_SafeRoomConvo17aMechanic } Response DLC1_C6M2_SafeRoomConvo18bMechanic { scene "scenes/Mechanic/DLC1_C6M2_SafeRoomConvo16.vcd" then Coach DLC1_C6M2_SafeRoomConvo18c foo:0 -2.705 //Oh, Ro, man, that reminds me of this... } Rule DLC1_C6M2_SafeRoomConvo18bMechanic { criteria ConceptDLC1_C6M2_SafeRoomConvo18b IsMechanic Response DLC1_C6M2_SafeRoomConvo18bMechanic } Response DLC1_C6M2_SafeRoomConvo19aMechanic { scene "scenes/Mechanic/DLC1_C6M2_SafeRoomConvo17.vcd" then Coach DLC1_C6M2_SafeRoomConvo19b foo:0 -2.249 //Yeah. It's been hell, alright. } Rule DLC1_C6M2_SafeRoomConvo19aMechanic { criteria ConceptDLC1_C6M2_SafeRoomConvo19a IsMechanic Response DLC1_C6M2_SafeRoomConvo19aMechanic } Response DLC1_C6M2_SafeRoomConvo19cMechanic { scene "scenes/Mechanic/DLC1_C6M2_SafeRoomConvo18.vcd" then Coach DLC1_C6M2_SafeRoomConvo19d foo:0 -6.193 //[happily] Not if we get that bridge down. We'll be drivin' the Jimmy Gibbs Junior all the way to New Orleans! } Rule DLC1_C6M2_SafeRoomConvo19cMechanic { criteria ConceptDLC1_C6M2_SafeRoomConvo19c IsMechanic Response DLC1_C6M2_SafeRoomConvo19cMechanic } Response DLC1_C6M2_SafeRoomConvo19eMechanic { scene "scenes/Mechanic/DLC1_C6M2_SafeRoomConvo19.vcd" //Well, maybe if we find a nice open stretch, we slow down, and you can jog right alongside. Like in that boxing movie! } Rule DLC1_C6M2_SafeRoomConvo19eMechanic { criteria ConceptDLC1_C6M2_SafeRoomConvo19e IsMechanic Response DLC1_C6M2_SafeRoomConvo19eMechanic } Response DLC1_C6M2_SafeRoomConvo20Mechanic { scene "scenes/Mechanic/DLC1_C6M2_SafeRoomConvo22.vcd" then Producer DLC1_C6M2_SafeRoomConvo21a foo:0 -12.293 //Man, if you woulda told me a year ago that I'd be driving around in JIMMY GIBBS JUNIOR'S stock car, I wouldn't have BELIEVED you. It is like... just beyond, man. } Rule DLC1_C6M2_SafeRoomConvo20Mechanic { criteria ConceptC6M2SafeRoom2 IsMechanic IsNotSaidC6M2SafeRoom2 ApplyContext "SaidC6M2SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M2_SafeRoomConvo20Mechanic } Response DLC1_C6M2_SafeRoomConvo21bMechanic { scene "scenes/Mechanic/DLC1_C6M2_SafeRoomConvo23.vcd" //Yeah, no, I seen my share of horror movies. } Rule DLC1_C6M2_SafeRoomConvo21bMechanic { criteria ConceptDLC1_C6M2_SafeRoomConvo21b IsMechanic Response DLC1_C6M2_SafeRoomConvo21bMechanic } Response WorldC6M2_FinalWater01bMechanic { scene "scenes/Mechanic/DLC1_C6M2_FinalWater03.vcd" //Well, I still like you Nick. } Rule WorldC6M2_FinalWater01bMechanic { criteria ConceptWorldC6M2_FinalWater01b IsMechanic Response WorldC6M2_FinalWater01bMechanic } Response WorldC6M2_InSewer101aMechanic { scene "scenes/Mechanic/DLC1_C6M2_Phase2InWater01.vcd" then Gambler WorldC6M2_InSewer101c foo:0 -0.999 //Don't smell like it. } Rule WorldC6M2_InSewer101aMechanic { criteria ConceptWorldC6M2_InSewer101a IsMechanic Response WorldC6M2_InSewer101aMechanic } Response WorldC6M2_OnTourWalk102bMechanic { scene "scenes/Mechanic/DLC1_C6M2_HistoricTour01.vcd" //Nick! We all see this tours got some problems no sense picking on Coach. } Rule WorldC6M2_OnTourWalk102bMechanic { criteria ConceptWorldC6M2_OnTourWalk102b IsMechanic Response WorldC6M2_OnTourWalk102bMechanic } Response WorldC6M2_Tattoo03b>Mechanic { scene "scenes/Mechanic/DLC1_C6M2_Tattoo02.vcd" //I like mine better. } Rule WorldC6M2_Tattoo03b>Mechanic { criteria ConceptWorldC6M2_Tattoo03b> IsMechanic Response WorldC6M2_Tattoo03b>Mechanic } //-------------------------------------------------------------------------------------------------------------- // C6M3 //-------------------------------------------------------------------------------------------------------------- Response C6M3_BridgeDownMechanic { scene "scenes/Mechanic/DLC1_C6M1_AlarmDoorOpen04.vcd" //It's open, GO GO GO! scene "scenes/Mechanic/DLC1_C6M2_Bridge2Up05.vcd" //It's here, lets' go! scene "scenes/Mechanic/DLC1_C6M2_Bridge2Up06.vcd" //Alright, it's here, lets' go! scene "scenes/Mechanic/DLC1_C6M3_FinaleBridgeRun03.vcd" //Run to Jimmy Gibbs Jr! scene "scenes/Mechanic/DLC1_C6M3_FinaleBridgeRun03.vcd" //Run to Jimmy Gibbs Jr! scene "scenes/Mechanic/WorldC1M4B59.vcd" //Let's go! I'm driving! WOOO! scene "scenes/Mechanic/WorldC1M4B60.vcd" //Everybody get in the damn car! scene "scenes/Mechanic/WorldC1M4B61.vcd" //Get in the car! We're ready! scene "scenes/Mechanic/WorldC1M4B62.vcd" //Come on, let's GO! } Rule C6M3_BridgeDownMechanic { criteria ConceptC6M3_BridgeDown IsMechanic ApplyContext "SaidGetToCar:1:20" applycontexttoworld Response C6M3_BridgeDownMechanic } Response C6M3_BridgeGettoCarMechanic { scene "scenes/Mechanic/DLC1_C6M1_AlarmDoorOpen04.vcd" //It's open, GO GO GO! scene "scenes/Mechanic/DLC1_C6M2_Bridge2Up05.vcd" //It's here, lets' go! scene "scenes/Mechanic/DLC1_C6M2_Bridge2Up06.vcd" //Alright, it's here, lets' go! scene "scenes/Mechanic/DLC1_C6M3_FinaleBridgeRun03.vcd" //Run to Jimmy Gibbs Jr! scene "scenes/Mechanic/DLC1_C6M3_FinaleBridgeRun03.vcd" //Run to Jimmy Gibbs Jr! scene "scenes/Mechanic/WorldC1M4B59.vcd" //Let's go! I'm driving! WOOO! scene "scenes/Mechanic/WorldC1M4B60.vcd" //Everybody get in the damn car! scene "scenes/Mechanic/WorldC1M4B61.vcd" //Get in the car! We're ready! scene "scenes/Mechanic/WorldC1M4B62.vcd" //Come on, let's GO! } Rule C6M3_BridgeGettoCarMechanic { criteria ConceptGetToVehicle IsMechanic IsNotSaidGetToCar Isc6m3_port ApplyContext "SaidGetToCar:1:20" applycontexttoworld Response C6M3_BridgeGettoCarMechanic } Response C6M3_elevatorMechanic { scene "scenes/Mechanic/DLC1_C6M3_Elevator01.vcd" predelay ".5" //Sooner we get these cans, the sooner we're back with Jimmy Gibbs Jr. scene "scenes/Mechanic/DLC1_C6M3_Elevator02.vcd" predelay ".5" //Hey these cans look pretty spread out. We should stick together. scene "scenes/Mechanic/DLC1_C6M3_Elevator06.vcd" predelay ".5" //Okay, this is the most nervous I've been since this shit started. scene "scenes/Mechanic/DLC1_C6M3_Elevator07.vcd" predelay ".5" //Alright, let's get down there and fill ourselves up a generator. scene "scenes/Mechanic/DLC1_C6M3_Elevator08.vcd" predelay ".5" //Let's get down there and fill ourselves up a generator. } Rule C6M3_elevatorMechanic { criteria Conceptc6m3_elevatorCancel IsMechanic IsNotSaidC6M3Elevator IsC6M3_port ApplyContext "SaidC6M3Elevator:1:0,Talk:0:0" applycontexttoworld forceweight 1 Response C6M3_elevatorMechanic } Response C6M3_elevatorZoeyMechanic { scene "scenes/Mechanic/DLC1_C6M3_Elevator03.vcd" predelay ".5" //Man, I'm gonna kill so many zombies she's gonna have to love me. scene "scenes/Mechanic/DLC1_C6M3_Elevator04.vcd" predelay ".5" //I'm gonna kill a tank in her honor and then I'm gonna name it after her. scene "scenes/Mechanic/DLC1_C6M3_Elevator05.vcd" predelay ".5" //I'm gonna kill a tank in her honor. Ooh, and then I'm gonna name it after her. } Rule C6M3_elevatorZoeyMechanic { criteria Conceptc6m3_elevatorCancel IsMechanic IsNotSaidC6M3Elevator IsC6M3_port IsZoeyIntroActor IsNotVersus ZoeyGroup1 ApplyContext "SaidC6M3Elevator:1:0,Talk:0:0" applycontexttoworld forceweight 1 Response C6M3_elevatorZoeyMechanic } Response C6M3_GivenItemBikerMechanic { scene "scenes/Mechanic/DLC1_C6M3_FinaleL4D1Items05.vcd" //Thanks Francis! scene "scenes/Mechanic/DLC1_C6M3_FinaleL4D1Items06.vcd" //Hey, thanks guys! scene "scenes/Mechanic/DLC1_C6M3_FinaleL4D1Items07.vcd" //This from you? THANKS! } Rule C6M3_GivenItemBikerMechanic { criteria ConceptPlayerPickup IsMechanic IsDonorBiker Isc6m3_portHeavy Response C6M3_GivenItemBikerMechanic } Response C6M3_GivenItemTeenGirlMechanic { scene "scenes/Mechanic/DLC1_C6M3_FinaleL4D1Items01.vcd" //Thanks Zoey! scene "scenes/Mechanic/DLC1_C6M3_FinaleL4D1Items02.vcd" //Thank you Zoey! scene "scenes/Mechanic/DLC1_C6M3_FinaleL4D1Items03.vcd" //Hey, thanks Zoey! scene "scenes/Mechanic/DLC1_C6M3_FinaleL4D1Items04.vcd" odds 10 //Aw, I wish there was something I could give you back, Zoey. scene "scenes/Mechanic/DLC1_C6M3_FinaleL4D1Items08.vcd" //Hey, thanks y'all! } Rule C6M3_GivenItemTeenGirlMechanic { criteria ConceptPlayerPickup IsMechanic IsDonorTeenGirl Isc6m3_portHeavy Response C6M3_GivenItemTeenGirlMechanic } Response C6M3SafeRoomMechanic { scene "scenes/Mechanic/blank.vcd" then any C6M3SafeRoom2 foo:0 3 // } Rule C6M3SafeRoomMechanic { criteria ConceptTalkIdle Joined3 IsMechanic isC6m3_port IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC6M3SafeRoom IsNotSpeakingWeight0 ApplyContext "SaidC6M3SafeRoom:1:0" applycontexttoworld Response C6M3SafeRoomMechanic } Response DLC1_C6M3_SafeRoomConvo01aMechanic { scene "scenes/Mechanic/DLC1_C6M3_SafeRoomConvo01.vcd" then Producer DLC1_C6M3_SafeRoomConvo01b foo:0 -7.373 //Oh sure! Rochelle and biker dude sitting in a tree, K-I-S-S-I-N-G. } Rule DLC1_C6M3_SafeRoomConvo01aMechanic { criteria ConceptDLC1_C6M3_SafeRoomConvo01a IsMechanic IsInStartArea Response DLC1_C6M3_SafeRoomConvo01aMechanic } Response DLC1_C6M3_SafeRoomConvo01cMechanic { scene "scenes/Mechanic/DLC1_C6M3_SafeRoomConvo02.vcd" //Hey man I saw how you two were looking at each other. scene "scenes/Mechanic/DLC1_C6M3_SafeRoomConvo03.vcd" //Mm hm. I saw y'all looking at each other. } Rule DLC1_C6M3_SafeRoomConvo01cMechanic { criteria ConceptDLC1_C6M3_SafeRoomConvo01c IsMechanic Response DLC1_C6M3_SafeRoomConvo01cMechanic } Response DLC1_C6M3_SafeRoomConvo02eMechanic { scene "scenes/Mechanic/DLC1_C6M3_SafeRoomConvo05.vcd" //Nah, he don't live there. scene "scenes/Mechanic/DLC1_C6M3_SafeRoomConvo06.vcd" //No man, he don't live there. scene "scenes/Mechanic/DLC1_C6M3_SafeRoomConvo07.vcd" //I saw how he was lookin' at Rochelle. He ain't goin nowhere. } Rule DLC1_C6M3_SafeRoomConvo02eMechanic { criteria ConceptDLC1_C6M3_SafeRoomConvo02e IsMechanic IsInStartArea Response DLC1_C6M3_SafeRoomConvo02eMechanic } Response DLC1_C6M3_SafeRoomConvo03aMechanic { scene "scenes/Mechanic/DLC1_C6M3_SafeRoomConvo08.vcd" then Gambler DLC1_C6M3_SafeRoomConvo03b foo:0 -1.144 //How do I look? scene "scenes/Mechanic/DLC1_C6M3_SafeRoomConvo09.vcd" then Gambler DLC1_C6M3_SafeRoomConvo03b foo:0 -0.992 //How do I look, man? } Rule DLC1_C6M3_SafeRoomConvo03aMechanic { criteria ConceptDLC1_C6M3_SafeRoomConvo03a IsMechanic IsInStartArea Response DLC1_C6M3_SafeRoomConvo03aMechanic } Response DLC1_C6M3_SafeRoomConvo03cMechanic { scene "scenes/Mechanic/DLC1_C6M3_SafeRoomConvo10.vcd" then Gambler DLC1_C6M3_SafeRoomConvo03d foo:0 -1.799 //You got a turd on your shoulder, Nick. } Rule DLC1_C6M3_SafeRoomConvo03cMechanic { criteria ConceptDLC1_C6M3_SafeRoomConvo03c IsMechanic IsInStartArea Response DLC1_C6M3_SafeRoomConvo03cMechanic } Response DLC1_C6M3_SafeRoomConvo04aMechanic { scene "scenes/Mechanic/DLC1_C6M3_SafeRoomConvo11.vcd" then Producer DLC1_C6M3_SafeRoomConvo04b foo:0 -3.659 //Man, I don't know, what do you think? With the hat or without it? scene "scenes/Mechanic/DLC1_C6M3_SafeRoomConvo12.vcd" then Producer DLC1_C6M3_SafeRoomConvo04b foo:0 -3.834 //Man, I don't know, what do you think? With the hat or without it? } Rule DLC1_C6M3_SafeRoomConvo04aMechanic { criteria ConceptDLC1_C6M3_SafeRoomConvo04a IsMechanic IsInStartArea Response DLC1_C6M3_SafeRoomConvo04aMechanic } Response DLC1_C6M3_SafeRoomConvo04dMechanic { scene "scenes/Mechanic/DLC1_C6M3_SafeRoomConvo13.vcd" //Nick, I don't need that kinda pressure, man! } Rule DLC1_C6M3_SafeRoomConvo04dMechanic { criteria ConceptDLC1_C6M3_SafeRoomConvo04d IsMechanic IsInStartArea Response DLC1_C6M3_SafeRoomConvo04dMechanic } Response DLC1_C6M3_SafeRoomConvo05aMechanic { scene "scenes/Mechanic/DLC1_C6M3_SafeRoomConvo14.vcd" then Gambler DLC1_C6M3_SafeRoomConvo05b foo:0 -2.546 //Don't remind me, Nick. I am a nervous wreck here. scene "scenes/Mechanic/DLC1_C6M3_SafeRoomConvo15.vcd" then Gambler DLC1_C6M3_SafeRoomConvo05b foo:0 -3.886 //Okay, you know what? Don't need the reminding me, Nick, alright? I am a nervous wreck over here. } Rule DLC1_C6M3_SafeRoomConvo05aMechanic { criteria ConceptDLC1_C6M3_SafeRoomConvo05a IsMechanic IsInStartArea Response DLC1_C6M3_SafeRoomConvo05aMechanic } Response DLC1_C6M3_SafeRoomConvo06Mechanic { scene "scenes/Mechanic/DLC1_C6M3_SafeRoomConvo16.vcd" then Producer DLC1_C6M3_SafeRoomConvo06a foo:0 -5.805 //Okay Ro, I don't want to get your hopes up, but I think that awesome biker dude has a little crush on you. } Rule DLC1_C6M3_SafeRoomConvo06Mechanic { criteria ConceptC6M3SafeRoom2 IsMechanic IsNotSaidC6M3SafeRoom2 IsFrancisIntroActor FrancisGroup4 IsInStartArea ApplyContext "SaidC6M3SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M3_SafeRoomConvo06Mechanic } Response DLC1_C6M3_SafeRoomConvo06bMechanic { scene "scenes/Mechanic/DLC1_C6M3_SafeRoomConvo17.vcd" //Well, I don't doubt it. that is a cool guy. } Rule DLC1_C6M3_SafeRoomConvo06bMechanic { criteria ConceptDLC1_C6M3_SafeRoomConvo06b IsMechanic IsInStartArea Response DLC1_C6M3_SafeRoomConvo06bMechanic } Response DLC1_C6M3_SafeRoomConvo07aMechanic { scene "scenes/Mechanic/DLC1_C6M3_SafeRoomConvo18.vcd" then Producer DLC1_C6M3_SafeRoomConvo07b foo:0 -2.804 //Nah, she ain't goin' nowhere. That ain't like her. } Rule DLC1_C6M3_SafeRoomConvo07aMechanic { criteria ConceptDLC1_C6M3_SafeRoomConvo07a IsMechanic IsInStartArea Response DLC1_C6M3_SafeRoomConvo07aMechanic } Response DLC1_C6M3_SafeRoomConvo07cMechanic { scene "scenes/Mechanic/DLC1_C6M3_SafeRoomConvo19.vcd" //Yeah, it was like love at first sight. The other four seconds was gravy. } Rule DLC1_C6M3_SafeRoomConvo07cMechanic { criteria ConceptDLC1_C6M3_SafeRoomConvo07c IsMechanic IsInStartArea Response DLC1_C6M3_SafeRoomConvo07cMechanic } Response DLC1_C6M3_SafeRoomConvo08aMechanic { scene "scenes/Mechanic/DLC1_C6M3_SafeRoomConvo20.vcd" then Coach DLC1_C6M3_SafeRoomConvo08b foo:0 -1.669 //Nah man, he seemed like a good guy. scene "scenes/Mechanic/DLC1_C6M3_SafeRoomConvo21.vcd" then Coach DLC1_C6M3_SafeRoomConvo08b foo:0 -1.934 //Nah man, he seemed like a good guy. } Rule DLC1_C6M3_SafeRoomConvo08aMechanic { criteria ConceptDLC1_C6M3_SafeRoomConvo08a IsMechanic IsInStartArea Response DLC1_C6M3_SafeRoomConvo08aMechanic } Response DLC1_C6M3_SafeRoomConvo08cMechanic { scene "scenes/Mechanic/DLC1_C6M3_SafeRoomConvo23.vcd" then Mechanic DLC1_C6M3_SafeRoomConvo08d foo:0 -0.936 //I will kill him. scene "scenes/Mechanic/DLC1_C6M3_SafeRoomConvo24.vcd" then Mechanic DLC1_C6M3_SafeRoomConvo08e foo:0 -1.581 //He is a dead man. } Rule DLC1_C6M3_SafeRoomConvo08cMechanic { criteria ConceptDLC1_C6M3_SafeRoomConvo08c IsMechanic IsInStartArea Response DLC1_C6M3_SafeRoomConvo08cMechanic } Response DLC1_C6M3_SafeRoomConvo08dMechanic { scene "scenes/Mechanic/DLC1_C6M3_SafeRoomConvo26.vcd" then Mechanic DLC1_C6M3_SafeRoomConvo08f foo:0 -1.479 //I will kill him. } Rule DLC1_C6M3_SafeRoomConvo08dMechanic { criteria ConceptDLC1_C6M3_SafeRoomConvo08d IsMechanic IsInStartArea Response DLC1_C6M3_SafeRoomConvo08dMechanic } Response DLC1_C6M3_SafeRoomConvo08eMechanic { scene "scenes/Mechanic/DLC1_C6M3_SafeRoomConvo25.vcd" then Mechanic DLC1_C6M3_SafeRoomConvo08f foo:0 -2.608 //He is a dead man. } Rule DLC1_C6M3_SafeRoomConvo08eMechanic { criteria ConceptDLC1_C6M3_SafeRoomConvo08e IsMechanic IsInStartArea Response DLC1_C6M3_SafeRoomConvo08eMechanic } Response DLC1_C6M3_SafeRoomConvo08fMechanic { scene "scenes/Mechanic/DLC1_C6M3_SafeRoomConvo28.vcd" then Producer DLC1_C6M3_SafeRoomConvo08g foo:0 -5.514 //Folks, we got a new goal. New Orleans is gonna have to wait. We are going to have to hunt that biker man down. } Rule DLC1_C6M3_SafeRoomConvo08fMechanic { criteria ConceptDLC1_C6M3_SafeRoomConvo08f IsMechanic IsInStartArea Response DLC1_C6M3_SafeRoomConvo08fMechanic } Response DLC1_C6M3_SafeRoomConvo09aMechanic { scene "scenes/Mechanic/DLC1_C6M3_SafeRoomConvo29.vcd" then Producer DLC1_C6M3_SafeRoomConvo09b foo:0 -13.536 //Ro, it's the zombie apocalypse. First dating days are over. Nick, By the way, I'm gonna have to borrow your suit, because we're skippin' right to the marriage, brother. Then we're goin' cross country, just her me and the Jimmy Gibbs Jr. } Rule DLC1_C6M3_SafeRoomConvo09aMechanic { criteria ConceptDLC1_C6M3_SafeRoomConvo09a IsMechanic IsInStartArea Response DLC1_C6M3_SafeRoomConvo09aMechanic } Response IncapBounceMechanic { scene "scenes/Mechanic/blank.vcd" then Biker InCapBounce2 foo:0 0 // } Rule IncapBounceMechanic { criteria ConceptSurvivorIncapacitated IsMechanic IsNotSaidInCapBounce isC6m3_port ApplyContext "SaidInCapBounce:1:0" applycontexttoworld Response IncapBounceMechanic } //-------------------------------------------------------------------------------------------------------------- // Finale Speech //-------------------------------------------------------------------------------------------------------------- Response C6M3_CansDoneMechanic { scene "scenes/Mechanic/DLC1_C6M3_FinaleBridgeRun01.vcd" then any EmphaticArriveRun foo:0 -1.830 //I'm coming baby! } Rule C6M3_CansDoneMechanic { criteria Conceptc6m3escapeready IsMechanic IsC6M3_Port IsNotSaidc6m3escapeready ApplyContext "Saidc6m3escapeready:1:0,Talk:1:5" applycontexttoworld Response C6M3_CansDoneMechanic } //-------------------------------------------------------------------------------------------------------------- // Monster Spotted //-------------------------------------------------------------------------------------------------------------- Response L4D1AlsoSpottedTankMechanic { scene "scenes/Mechanic/DLC1_L4D1Tank01.vcd" odds 1 //Oh, this ain't good, TWO TANKS! scene "scenes/Mechanic/DLC1_L4D1Tank02.vcd" //Shiiiiiiittttt! scene "scenes/Mechanic/DLC1_L4D1Tank03.vcd" odds 1 //Oh, this ain't good, we got TWO TANKS here! scene "scenes/Mechanic/DLC1_L4D1Tank04.vcd" //Oh shiiiiiiittttt! scene "scenes/Mechanic/DLC1_L4D1Tank05.vcd" //Lead 'em back to Louis! scene "scenes/Mechanic/DLC1_L4D1Tank06.vcd" //Louis, get ready! Tanks coming! scene "scenes/Mechanic/DLC1_L4D1Tank07.vcd" //Louis, get yourself ready, baby! we got tanks coming! } Rule L4D1AlsoSpottedTankMechanic { criteria ConceptPlayerAlsoWarnTank IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Isc6m3_port ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60" applycontexttoworld Response L4D1AlsoSpottedTankMechanic } Response L4D1SpottedTankMechanic { scene "scenes/Mechanic/DLC1_L4D1Tank01.vcd" odds 1 //Oh, this ain't good, TWO TANKS! scene "scenes/Mechanic/DLC1_L4D1Tank02.vcd" //Shiiiiiiittttt! scene "scenes/Mechanic/DLC1_L4D1Tank03.vcd" odds 1 //Oh, this ain't good, we got TWO TANKS here! scene "scenes/Mechanic/DLC1_L4D1Tank04.vcd" //Oh shiiiiiiittttt! scene "scenes/Mechanic/DLC1_L4D1Tank05.vcd" //Lead 'em back to Louis! scene "scenes/Mechanic/DLC1_L4D1Tank06.vcd" //Louis, get ready! Tanks coming! scene "scenes/Mechanic/DLC1_L4D1Tank07.vcd" //Louis, get yourself ready, baby! we got tanks coming! } Rule L4D1SpottedTankMechanic { criteria ConceptPlayerWarnSpecial IsSpecialTypeTank IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Isc6m3_port IsNotSpeakingWeight0 ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60" applycontexttoworld Response L4D1SpottedTankMechanic } Response SurvivorSpottedFallenMechanic { norepeat scene "scenes/Mechanic/DLC1_FallenSurvior01.vcd" //Hey kill that zombie! scene "scenes/Mechanic/DLC1_FallenSurvior02.vcd" //Kill that zombie! scene "scenes/Mechanic/DLC1_FallenSurvior03.vcd" //Hey, stop that zombie! scene "scenes/Mechanic/DLC1_FallenSurvior04.vcd" //Get that zombie! scene "scenes/Mechanic/DLC1_FallenSurvior05.vcd" //Get that zombie, there! scene "scenes/Mechanic/DLC1_FallenSurvior06.vcd" //Do not let that zombie get away. } Rule SurvivorSpottedFallenMechanic { criteria ConceptPlayerWarnSpecial IsSpecialTypeFallen IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic IsNotSaidFallenWarn IsNotSpeakingWeight0 ApplyContext "SaidFallenWarn:1:20" applycontexttoworld Response SurvivorSpottedFallenMechanic } //-------------------------------------------------------------------------------------------------------------- // Player File //-------------------------------------------------------------------------------------------------------------- Response PlayerWitchChasingC6M1Mechanic { scene "scenes/Mechanic/DLC1_C6M1_WeddingWitchChasing01.vcd" //Runaway bride, runaway bride! scene "scenes/Mechanic/DLC1_C6M1_WeddingWitchChasing02.vcd" //Help, here! Here comes the bride! scene "scenes/Mechanic/DLC1_C6M1_WeddingWitchChasing03.vcd" //Here comes the bride! } Rule PlayerWitchChasingC6M1Mechanic { criteria ConceptPlayerExertionMinor IsMechanic IsWitchPresent SubjectIsNotWitch IsNotSaidMechanicWitchChasing IsSaidMechanicWitchAttacking isc6m1_riverbank ApplyContext "SaidMechanicWitchChasing:1:15,TalkMechanic:1:2" forceweight 20 Response PlayerWitchChasingC6M1Mechanic } //-------------------------------------------------------------------------------------------------------------- // Remarkable Vocalize //-------------------------------------------------------------------------------------------------------------- Response PlayerRemarkremark_MidnightRidersBusMechanic { scene "scenes/Mechanic/DLC1_C6M2_MidnightRiders01.vcd" //Oh man, I must be seeing things. scene "scenes/Mechanic/DLC1_C6M2_MidnightRiders02.vcd" //What? scene "scenes/Mechanic/DLC1_C6M2_MidnightRiders03.vcd" //What? Wha... who? } Rule PlayerRemarkremark_MidnightRidersBusMechanic { criteria ConceptRemark IsMechanic Isremark_MidnightRidersBus IsNotSaidremark_MidnightRidersBus IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear1500 IsNotSpeakingWeight0 ApplyContext "Saidremark_MidnightRidersBus:1:0" applycontexttoworld Response PlayerRemarkremark_MidnightRidersBusMechanic } Response PlayerRemarkWorldC6M1_AcrossHereMechanic { scene "scenes/Mechanic/DLC1_C6M1_BackAlley09.vcd" //We can get across here. scene "scenes/Mechanic/DLC1_C6M1_BackAlley10.vcd" //Let's get across here. } Rule PlayerRemarkWorldC6M1_AcrossHereMechanic { criteria ConceptRemark IsMechanic IsWorldC6M1_AcrossHere IsNotSaidWorldC6M1_AcrossHere IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_AcrossHere:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_AcrossHereMechanic } Response PlayerRemarkWorldC6M1_AlleyBelowMechanic { scene "scenes/Mechanic/DLC1_C6M1_BackAlley02.vcd" //Down this alley. scene "scenes/Mechanic/DLC1_C6M1_BackAlley03.vcd" //This is like a goddamn maze. scene "scenes/Mechanic/DLC1_C6M1_BackAlley04.vcd" //I think we want to get up there. scene "scenes/Mechanic/DLC1_C6M1_BackAlley05.vcd" //Y'all, how do we get to them walkways? scene "scenes/Mechanic/DLC1_C6M1_BackAlley06.vcd" //Let's go down this alley. } Rule PlayerRemarkWorldC6M1_AlleyBelowMechanic { criteria ConceptRemark IsMechanic IsWorldC6M1_AlleyBelow IsNotSaidWorldC6M1_AlleyBelow IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_AlleyBelow:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_AlleyBelowMechanic } Response PlayerRemarkWorldC6M1_AlleyIntoBuildingMechanic { scene "scenes/Mechanic/DLC1_C6M1_BackAlley08.vcd" //Into these apartments. scene "scenes/Mechanic/DLC1_C6M1_BackAlley11.vcd" //Into the building. scene "scenes/Mechanic/DLC1_C6M1_BackAlley12.vcd" //Hey, into the building. } Rule PlayerRemarkWorldC6M1_AlleyIntoBuildingMechanic { criteria ConceptRemark IsMechanic IsWorldC6M1_AlleyIntoBuilding IsNotSaidWorldC6M1_AlleyIntoBuilding IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_AlleyIntoBuilding:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_AlleyIntoBuildingMechanic } Response PlayerRemarkWorldC6M1_InAptsMechanic { scene "scenes/Mechanic/DLC1_C6M1_BackAlley14.vcd" //Hey, let's search these rooms here. } Rule PlayerRemarkWorldC6M1_InAptsMechanic { criteria ConceptRemark IsMechanic IsWorldC6M1_InApts IsNotSaidWorldC6M1_InApts IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_InApts:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_InAptsMechanic } Response PlayerRemarkWorldC6M1_IntotheparkMechanic { scene "scenes/Mechanic/DLC1_C6M1_IntoPark01.vcd" //Through this park. scene "scenes/Mechanic/DLC1_C6M1_IntoPark04.vcd" //By Jimmy Gibb Jr, don't worry we're gonna come back for you. scene "scenes/Mechanic/DLC1_C6M1_IntoPark05.vcd" //(calling out) Hey can you all watch the car while we're gone? scene "scenes/Mechanic/DLC1_C6M1_IntoPark06.vcd" //Should I maybe stay here and guard the car? scene "scenes/Mechanic/DLC1_C6M1_IntoPark07.vcd" //Should I stay here and guard the car? scene "scenes/Mechanic/DLC1_C6M1_IntoPark08.vcd" //All right... } Rule PlayerRemarkWorldC6M1_IntotheparkMechanic { criteria ConceptRemark IsMechanic IsWorldC6M1_Intothepark IsNotSaidWorldC6M1_Intothepark IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_Intothepark:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_IntotheparkMechanic } Response PlayerRemarkWorldC6M1_IntoThePark2Mechanic { scene "scenes/Mechanic/DLC1_C6M1_IntoPark01.vcd" //Through this park. } Rule PlayerRemarkWorldC6M1_IntoThePark2Mechanic { criteria ConceptRemark IsMechanic IsWorldC6M1_IntoThePark2 IsNotSaidWorldC6M1_IntoThePark2 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_IntoThePark2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_IntoThePark2Mechanic } Response PlayerRemarkWorldC6M1_IntoTheStoreMechanic { scene "scenes/Mechanic/DLC1_C6M1_IntoStore01.vcd" //Through this store. scene "scenes/Mechanic/DLC1_C6M1_IntoStore02.vcd" //Guns in the store. scene "scenes/Mechanic/DLC1_C6M1_IntoStore03.vcd" //Hey, we got guns in here! scene "scenes/Mechanic/DLC1_C6M1_IntoStore04.vcd" //Hey there's guns in the store. scene "scenes/Mechanic/DLC1_C6M1_IntoStore05.vcd" //Cut through the store. } Rule PlayerRemarkWorldC6M1_IntoTheStoreMechanic { criteria ConceptRemark IsMechanic IsWorldC6M1_IntoTheStore IsNotSaidWorldC6M1_IntoTheStore IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_IntoTheStore:1:0,JustSaidWorldC6M1_IntoTheStore:1:30" applycontexttoworld Response PlayerRemarkWorldC6M1_IntoTheStoreMechanic } Response PlayerRemarkWorldC6M1_PostWeddingMechanic { scene "scenes/Mechanic/DLC1_C6M1_WeddingPostWitch05.vcd" //Hey, check the tents. scene "scenes/Mechanic/DLC1_C6M1_WeddingPostWitch06.vcd" //Okay, as far as weddings go, that was the most exciting. } Rule PlayerRemarkWorldC6M1_PostWeddingMechanic { criteria ConceptRemark IsMechanic IsWorldC6M1_PostWedding IsNotSaidWorldC6M1_PostWedding IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear600 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_PostWedding:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_PostWeddingMechanic } Response PlayerRemarkWorldC6M1_PostWeddingZMechanic { scene "scenes/Mechanic/DLC1_C6M1_WeddingPostWitch02.vcd" then Any WorldC6M1_PostWedding02a foo:0 -3.481 //You know what? This got me thinking... I should totally marry that girl. scene "scenes/Mechanic/DLC1_C6M1_WeddingPostWitch03.vcd" then Any WorldC6M1_PostWedding02a foo:0 -2.750 //This reminds me, I should totally marry that girl. scene "scenes/Mechanic/DLC1_C6M1_WeddingPostWitch04.vcd" then Gambler WorldC6M1_WeddingWarn05a foo:0 -2.399 //This wedding here? I'm takin' this as a sign. } Rule PlayerRemarkWorldC6M1_PostWeddingZMechanic { criteria ConceptRemark IsMechanic IsWorldC6M1_PostWedding IsNotSaidWorldC6M1_PostWedding IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear600 IsZoeyIntroActor ZoeyGroup1 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_PostWedding:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_PostWeddingZMechanic } Response PlayerRemarkWorldC6M1_PostWeddingZCMechanic { scene "scenes/Mechanic/DLC1_C6M1_WeddingPostWitch01.vcd" then Coach WorldC6M1_PostWedding01a foo:0 -2.761 //Hey Coach. Can coaches marry people? } Rule PlayerRemarkWorldC6M1_PostWeddingZCMechanic { criteria ConceptRemark IsMechanic IsWorldC6M1_PostWedding IsNotSaidWorldC6M1_PostWedding IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear600 IsZoeyIntroActor ZoeyGroup2 IsCoachNear800Weight0 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_PostWedding:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_PostWeddingZCMechanic } Response PlayerRemarkWorldC6M1_SafeRoomAlleyMechanic { scene "scenes/Mechanic/DLC1_C6M1_BackAlley01.vcd" //Behind this bus. scene "scenes/Mechanic/DLC1_C6M1_SafeRoomAhead01.vcd" //Safe house back here! scene "scenes/Mechanic/DLC1_C6M1_SafeRoomAhead02.vcd" //Hey guys, safe house back here! } Rule PlayerRemarkWorldC6M1_SafeRoomAlleyMechanic { criteria ConceptRemark IsMechanic IsWorldC6M1_SafeRoomAlley IsNotSaidWorldC6M1_SafeRoomAlley IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear600 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_SafeRoomAlley:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_SafeRoomAlleyMechanic } Response PlayerRemarkWorldC6M1_ThroughBarMechanic { scene "scenes/Mechanic/WorldC2M310.vcd" //Through here. scene "scenes/Mechanic/WorldMisc03.vcd" //Right through here. } Rule PlayerRemarkWorldC6M1_ThroughBarMechanic { criteria ConceptRemark IsMechanic IsWorldC6M1_ThroughBar IsNotSaidWorldC6M1_ThroughBar IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_ThroughBar:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_ThroughBarMechanic } Response PlayerRemarkWorldC6M1_UpHereMechanic { scene "scenes/Mechanic/DLC1_C6M1_BackAlley07.vcd" //Back up here. scene "scenes/Mechanic/MiscDirectional28.vcd" //We can get up here! } Rule PlayerRemarkWorldC6M1_UpHereMechanic { criteria ConceptRemark IsMechanic IsWorldC6M1_UpHere IsNotSaidWorldC6M1_UpHere IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_UpHere:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_UpHereMechanic } Response PlayerRemarkWorldC6M1_UpTheStairsMechanic { scene "scenes/Mechanic/DLC1_C6M1_Upstairs03.vcd" //Let's try upstairs. } Rule PlayerRemarkWorldC6M1_UpTheStairsMechanic { criteria ConceptRemark IsMechanic IsWorldC6M1_UpTheStairs IsNotSaidWorldC6M1_UpTheStairs IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_UpTheStairs:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_UpTheStairsMechanic } Response PlayerRemarkWorldC6M1_UpTheStairs2Mechanic { scene "scenes/Mechanic/DLC1_C6M1_Upstairs01.vcd" //Go upstairs. scene "scenes/Mechanic/DLC1_C6M1_Upstairs02.vcd" //Let's go upstairs. scene "scenes/Mechanic/DLC1_C6M1_Upstairs04.vcd" //Upstairs, everybody. scene "scenes/Mechanic/DLC1_C6M2_UpStairs01.vcd" //Up the stairs. } Rule PlayerRemarkWorldC6M1_UpTheStairs2Mechanic { criteria ConceptRemark IsMechanic IsWorldC6M1_UpTheStairs2 IsNotSaidWorldC6M1_UpTheStairs2 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_UpTheStairs2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_UpTheStairs2Mechanic } Response PlayerRemarkWorldC6M1_WeddingWarnMechanic { scene "scenes/Mechanic/DLC1_C6M1_Wedding02.vcd" //A wedding! scene "scenes/Mechanic/DLC1_C6M1_WeddingWitch05.vcd" //Oh man. You think she's crying cause she got left at the alter? scene "scenes/Mechanic/DLC1_C6M1_WeddingWitch06.vcd" //I normally really like weddings. This is just weird. } Rule PlayerRemarkWorldC6M1_WeddingWarnMechanic { criteria ConceptRemark IsMechanic IsWorldC6M1_WeddingWarn IsNotSaidWorldC6M1_WeddingWarn IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_WeddingWarn:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_WeddingWarnMechanic } Response PlayerRemarkWorldC6M1_WeddingWarn1Mechanic { scene "scenes/Mechanic/DLC1_C6M1_Wedding02.vcd" //A wedding! scene "scenes/Mechanic/DLC1_C6M1_WeddingWitch05.vcd" //Oh man. You think she's crying cause she got left at the alter? scene "scenes/Mechanic/DLC1_C6M1_WeddingWitch06.vcd" //I normally really like weddings. This is just weird. } Rule PlayerRemarkWorldC6M1_WeddingWarn1Mechanic { criteria ConceptRemark IsMechanic IsWorldC6M1_WeddingWarn1 IsNotSaidWorldC6M1_WeddingWarn IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_WeddingWarn:1:0,AtWedding:1:60" applycontexttoworld Response PlayerRemarkWorldC6M1_WeddingWarn1Mechanic } Response PlayerRemarkWorldC6M1_WeddingWarn2Mechanic { scene "scenes/Mechanic/DLC1_C6M1_Wedding02.vcd" //A wedding! scene "scenes/Mechanic/DLC1_C6M1_WeddingWitch05.vcd" //Oh man. You think she's crying cause she got left at the alter? scene "scenes/Mechanic/DLC1_C6M1_WeddingWitch06.vcd" //I normally really like weddings. This is just weird. } Rule PlayerRemarkWorldC6M1_WeddingWarn2Mechanic { criteria ConceptRemark IsMechanic IsWorldC6M1_WeddingWarn2 IsNotSaidWorldC6M1_WeddingWarn IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_WeddingWarn:1:0,AtWedding:1:60" applycontexttoworld Response PlayerRemarkWorldC6M1_WeddingWarn2Mechanic } Response PlayerRemarkWorldC6M1_WeddingWarn3Mechanic { scene "scenes/Mechanic/DLC1_C6M1_Wedding02.vcd" //A wedding! scene "scenes/Mechanic/DLC1_C6M1_WeddingWitch05.vcd" //Oh man. You think she's crying cause she got left at the alter? scene "scenes/Mechanic/DLC1_C6M1_WeddingWitch06.vcd" //I normally really like weddings. This is just weird. } Rule PlayerRemarkWorldC6M1_WeddingWarn3Mechanic { criteria ConceptRemark IsMechanic IsWorldC6M1_WeddingWarn3 IsNotSaidWorldC6M1_WeddingWarn IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_WeddingWarn:1:0,AtWedding:1:60" applycontexttoworld Response PlayerRemarkWorldC6M1_WeddingWarn3Mechanic } Response PlayerRemarkWorldC6M2_AcrossPlankMechanic { scene "scenes/Mechanic/DLC1_C6M2_OverPlank01.vcd" //Hurry over this plank. scene "scenes/Mechanic/DLC1_C6M2_OverPlank02.vcd" //Okay, just don't look down. scene "scenes/Mechanic/DLC1_C6M2_OverPlank03.vcd" //Bad time for a smoker. } Rule PlayerRemarkWorldC6M2_AcrossPlankMechanic { criteria ConceptRemark IsMechanic IsWorldC6M2_AcrossPlank IsNotSaidWorldC6M2_AcrossPlank IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear250 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_AcrossPlank:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_AcrossPlankMechanic } Response PlayerRemarkWorldC6M2_AfterGate1Mechanic { scene "scenes/Mechanic/DLC1_C6M2_Phase2InWater04.vcd" //Keep moving. scene "scenes/Mechanic/DLC1_C6M2_Phase2InWater05.vcd" //Let's keep moving! scene "scenes/Mechanic/DLC1_C6M2_Phase2InWater06.vcd" //Hey, just keep moving. Let's keep moving! scene "scenes/Mechanic/DLC1_C6M2_Phase2InWater07.vcd" //Keep moving. scene "scenes/Mechanic/DLC1_C6M2_Phase2InWater08.vcd" //Alright, let's keep moving! } Rule PlayerRemarkWorldC6M2_AfterGate1Mechanic { criteria ConceptRemark IsMechanic IsWorldC6M2_AfterGate1 IsNotSaidWorldC6M2_AfterGate1 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear500 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_AfterGate1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_AfterGate1Mechanic } Response PlayerRemarkWorldC6M2_AfterGate2Mechanic { scene "scenes/Mechanic/DLC1_C6M2_InWaterFindLadder01.vcd" then Gambler WorldC6M2_AfterGate201a foo:0 -1.968 //Hey, Nick, there's a turd right on your shoulder there. scene "scenes/Mechanic/DLC1_C6M2_InWaterFindLadder02.vcd" then Gambler WorldC6M2_AfterGate201a foo:0 -1.585 //Nick, you got a little turd on your shoulder. scene "scenes/Mechanic/DLC1_C6M2_InWaterFindLadder03.vcd" then Gambler WorldC6M2_AfterGate201a foo:0 -1.342 //Hey, Nick, turd on your shoulder. scene "scenes/Mechanic/DLC1_C6M2_InWaterFindLadder04.vcd" //Man, they ain't gonna stop coming. scene "scenes/Mechanic/DLC1_C6M2_InWaterFindLadder05.vcd" //We gotta find a ladder. scene "scenes/Mechanic/DLC1_C6M2_InWaterFindLadder06.vcd" //Man even I'm getting' sick of this shit. scene "scenes/Mechanic/DLC1_C6M2_InWaterFindLadder07.vcd" //Man, they ain't not gonna stop coming. scene "scenes/Mechanic/DLC1_C6M2_InWaterFindLadder08.vcd" //Anybody seen a ladder? scene "scenes/Mechanic/DLC1_C6M2_InWaterFindLadder09.vcd" //We need to find a ladder. scene "scenes/Mechanic/DLC1_C6M2_InWaterFindLadder10.vcd" //Man even I'm getting' sick of this shit. } Rule PlayerRemarkWorldC6M2_AfterGate2Mechanic { criteria ConceptRemark IsMechanic IsWorldC6M2_AfterGate2 IsNotSaidWorldC6M2_AfterGate2 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear500 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_AfterGate2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_AfterGate2Mechanic } Response PlayerRemarkWorldC6M2_DownHereMechanic { scene "scenes/Mechanic/MiscDirectional05.vcd" //Down here! scene "scenes/Mechanic/WorldMisc04.vcd" //Down here. } Rule PlayerRemarkWorldC6M2_DownHereMechanic { criteria ConceptRemark IsMechanic IsWorldC6M2_DownHere IsNotSaidWorldC6M2_DownHere IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_DownHere:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_DownHereMechanic } Response PlayerRemarkWorldC6M2_DownIntoBuildingMechanic { scene "scenes/Mechanic/DLC1_C6M2_UpThroughBuilding01.vcd" //Everyone in here. scene "scenes/Mechanic/DLC1_C6M2_UpThroughBuilding02.vcd" //Hey, everybody in here. scene "scenes/Mechanic/DLC1_C6M2_UpThroughBuilding03.vcd" //Through this building. scene "scenes/Mechanic/DLC1_C6M2_UpThroughBuilding04.vcd" //Down these stairs. } Rule PlayerRemarkWorldC6M2_DownIntoBuildingMechanic { criteria ConceptRemark IsMechanic IsWorldC6M2_DownIntoBuilding IsNotSaidWorldC6M2_DownIntoBuilding IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_DownIntoBuilding:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_DownIntoBuildingMechanic } Response PlayerRemarkWorldC6M2_FinalLadderMechanic { scene "scenes/Mechanic/DLC1_C6M2_UpLadder01.vcd" //Hey, up the ladder. scene "scenes/Mechanic/DLC1_C6M2_UpLadder02.vcd" //Let's head up the ladder. scene "scenes/Mechanic/DLC1_C6M2_UpLadder03.vcd" //Ladder on that wall. scene "scenes/Mechanic/DLC1_C6M2_UpLadder04.vcd" //Hey, get up there! } Rule PlayerRemarkWorldC6M2_FinalLadderMechanic { criteria ConceptRemark IsMechanic IsWorldC6M2_FinalLadder IsNotSaidWorldC6M2_FinalLadder IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_FinalLadder:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_FinalLadderMechanic } Response PlayerRemarkWorldC6M2_FinalWaterMechanic { scene "scenes/Mechanic/DLC1_C6M2_FinalWater01.vcd" then Gambler WorldC6M2_FinalWater01a foo:0 -1.706 //Haha, more water, Nick! scene "scenes/Mechanic/DLC1_C6M2_FinalWater02.vcd" then Gambler WorldC6M2_FinalWater01a foo:0 -1.028 //Watch for turds, Nick! scene "scenes/Mechanic/DLC1_C6M2_FinalWater04.vcd" //Back into the water. scene "scenes/Mechanic/DLC1_C6M2_FinalWater05.vcd" then Gambler WorldC6M2_FinalWater01a foo:0 -2.258 //Hey, Nick, didn't that suit used to be white? scene "scenes/Mechanic/DLC1_C6M2_FinalWater06.vcd" //Man, they got a lotta work to do on this phase two bit. } Rule PlayerRemarkWorldC6M2_FinalWaterMechanic { criteria ConceptRemark IsMechanic IsWorldC6M2_FinalWater IsNotSaidWorldC6M2_FinalWater IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_FinalWater:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_FinalWaterMechanic } Response PlayerRemarkWorldC6M2_FinalWaterGoGoMechanic { scene "scenes/Mechanic/DLC1_C6M2_Phase2InWater04.vcd" //Keep moving. scene "scenes/Mechanic/DLC1_C6M2_Phase2InWater05.vcd" //Let's keep moving! scene "scenes/Mechanic/WorldC4M2B27.vcd" //KEEP MOVING! } Rule PlayerRemarkWorldC6M2_FinalWaterGoGoMechanic { criteria ConceptRemark IsMechanic IsWorldC6M2_FinalWaterGoGo IsNotSaidWorldC6M2_FinalWaterGoGo IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_FinalWaterGoGo:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_FinalWaterGoGoMechanic } Response PlayerRemarkWorldC6M2_InJazzClubMechanic { scene "scenes/Mechanic/DLC1_C6M2_JazzClub01.vcd" //Into the Jazz club! scene "scenes/Mechanic/DLC1_C6M2_JazzClub02.vcd" //Hey, Into the club, guys! scene "scenes/Mechanic/DLC1_C6M2_JazzClub03.vcd" //Tour's in the Jazz club. scene "scenes/Mechanic/DLC1_C6M2_JazzClub04.vcd" //Hey, the tour's in the Jazz club. scene "scenes/Mechanic/DLC1_C6M2_JazzClub05.vcd" //Hey that tunnel's in the club. scene "scenes/Mechanic/DLC1_C6M2_JazzClub06.vcd" //Jimmy Gibb Jr here we come! } Rule PlayerRemarkWorldC6M2_InJazzClubMechanic { criteria ConceptRemark IsMechanic IsWorldC6M2_InJazzClub IsNotSaidWorldC6M2_InJazzClub IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear1000 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_InJazzClub:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_InJazzClubMechanic } Response PlayerRemarkWorldC6M2_InSewer2Mechanic { scene "scenes/Mechanic/DLC1_C6M2_Phase2InWater02.vcd" then Producer WorldC6M2_InSewer202a foo:0 -4.622 //Oh man, I found a candy bar! [beat] Whup. False alarm. } Rule PlayerRemarkWorldC6M2_InSewer2Mechanic { criteria ConceptRemark IsMechanic IsWorldC6M2_InSewer2 IsNotSaidWorldC6M2_InSewer2 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 IsSaidWorldC6M2_InSewer1 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_InSewer2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_InSewer2Mechanic } Response PlayerRemarkWorldC6M2_InSewerLadder1Mechanic { scene "scenes/Mechanic/DLC1_C6M2_Phase2InWater03.vcd" then Any WorldC6M2_InSewerLadder101a foo:0 -2.795 //Okay if anybody needs a bathroom break, now'd be a good time. scene "scenes/Mechanic/DLC1_C6M2_UpLadder101.vcd" //Let's get out of the water. scene "scenes/Mechanic/DLC1_C6M2_UpLadder102.vcd" //Hey, everybody let's get out of the water. scene "scenes/Mechanic/DLC1_C6M2_UpLadder103.vcd" //Time to dry off. scene "scenes/Mechanic/DLC1_C6M2_UpLadder104.vcd" //Alright, let's get out of this water. scene "scenes/Mechanic/DLC1_C6M2_UpLadder105.vcd" //Hey, everybody let's get out of the water. } Rule PlayerRemarkWorldC6M2_InSewerLadder1Mechanic { criteria ConceptRemark IsMechanic IsWorldC6M2_InSewerLadder1 IsNotSaidWorldC6M2_InSewerLadder1 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_InSewerLadder1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_InSewerLadder1Mechanic } Response PlayerRemarkWorldC6M2_IntoConstructionMechanic { scene "scenes/Mechanic/DLC1_C6M2_ConstructionSite01.vcd" //Hey let's jump down. scene "scenes/Mechanic/DLC1_C6M2_ConstructionSite02.vcd" //Into the construction site. scene "scenes/Mechanic/DLC1_C6M2_ConstructionSite03.vcd" //Street's all tore up. } Rule PlayerRemarkWorldC6M2_IntoConstructionMechanic { criteria ConceptRemark IsMechanic IsWorldC6M2_IntoConstruction IsNotSaidWorldC6M2_IntoConstruction IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear150 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_IntoConstruction:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_IntoConstructionMechanic } Response PlayerRemarkWorldC6M2_IntoPoolHallMechanic { scene "scenes/Mechanic/DLC1_C6M2_IntoPoolHall01.vcd" //We can get in through the window. scene "scenes/Mechanic/DLC1_C6M2_IntoPoolHall02.vcd" //Get into the pool hall. scene "scenes/Mechanic/DLC1_C6M2_IntoPoolHall03.vcd" //Hey Let's go into the pool hall. } Rule PlayerRemarkWorldC6M2_IntoPoolHallMechanic { criteria ConceptRemark IsMechanic IsWorldC6M2_IntoPoolHall IsNotSaidWorldC6M2_IntoPoolHall IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_IntoPoolHall:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_IntoPoolHallMechanic } Response PlayerRemarkWorldC6M2_JukeBoxMechanic { scene "scenes/Mechanic/DLC1_C6M2_StartingJukeBox01.vcd" //All right, baby, the jukebox works! } Rule PlayerRemarkWorldC6M2_JukeBoxMechanic { criteria ConceptRemark IsMechanic IsWorldC6M2_JukeBox IsNotSaidWorldC6M2_JukeBox IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear150 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_JukeBox:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_JukeBoxMechanic } Response PlayerRemarkWorldC6M2_JumpDownMechanic { scene "scenes/Mechanic/DLC1_C6M2_Phase2JumpInWater01.vcd" //Last one is a rotten egg. scene "scenes/Mechanic/DLC1_C6M2_Phase2JumpInWater02.vcd" //This is gonna be great. scene "scenes/Mechanic/DLC1_C6M2_Phase2JumpInWater03.vcd" //This is gonna be fun. scene "scenes/Mechanic/DLC1_C6M2_Phase2JumpInWater04.vcd" //Hey let's jump together. scene "scenes/Mechanic/DLC1_C6M2_Phase2JumpInWater05.vcd" //Now this is more like it. scene "scenes/Mechanic/DLC1_C6M2_Phase2JumpInWater06.vcd" //CANNONBALL! } Rule PlayerRemarkWorldC6M2_JumpDownMechanic { criteria ConceptRemark IsMechanic IsWorldC6M2_JumpDown IsNotSaidWorldC6M2_JumpDown IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_JumpDown:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_JumpDownMechanic } Response PlayerRemarkWorldC6M2_OnTourWalk2Mechanic { scene "scenes/Mechanic/DLC1_C6M2_HistoricTour04.vcd" //I guess this shit's old, huh? I don't know. But... } Rule PlayerRemarkWorldC6M2_OnTourWalk2Mechanic { criteria ConceptRemark IsMechanic IsWorldC6M2_OnTourWalk2 IsNotSaidWorldC6M2_OnTourWalk2 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_OnTourWalk2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_OnTourWalk2Mechanic } Response PlayerRemarkWorldC6M2_OnTourWalk3Mechanic { scene "scenes/Mechanic/DLC1_C6M2_HistoricTour02.vcd" //Don't know why, I was thinkin' there'd be rides here. scene "scenes/Mechanic/DLC1_C6M2_HistoricTour03.vcd" //Not sure why, I thought there'd be a couple of rides at least. } Rule PlayerRemarkWorldC6M2_OnTourWalk3Mechanic { criteria ConceptRemark IsMechanic IsWorldC6M2_OnTourWalk3 IsNotSaidWorldC6M2_OnTourWalk3 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_OnTourWalk3:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_OnTourWalk3Mechanic } Response PlayerRemarkWorldC6M2_OpenGate1Mechanic { scene "scenes/Mechanic/DLC1_C6M1_AlarmDoor01.vcd" //I got a bad feelin' about this. scene "scenes/Mechanic/DLC1_C6M1_AlarmDoor02.vcd" //Get ready before we open this door, now. scene "scenes/Mechanic/DLC1_C6M1_AlarmDoor03.vcd" //Y'all ready? Alright, let's open this door. scene "scenes/Mechanic/DLC1_C6M1_AlarmDoor04.vcd" //Alright, alarm's gonna sound when we open this. scene "scenes/Mechanic/DLC1_C6M2_Bridge1Raise04.vcd" //Let's get ready and then hit it. } Rule PlayerRemarkWorldC6M2_OpenGate1Mechanic { criteria ConceptRemark IsMechanic IsWorldC6M2_OpenGate1 IsNotSaidWorldC6M2_OpenGate1 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 IsNotSaidOpenedGate1 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_OpenGate1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_OpenGate1Mechanic } Response PlayerRemarkWorldC6M2_OpenGate2Mechanic { scene "scenes/Mechanic/DLC1_C6M2_Bridge2Raise06.vcd" //Hey, let's try this one. } Rule PlayerRemarkWorldC6M2_OpenGate2Mechanic { criteria ConceptRemark IsMechanic IsWorldC6M2_OpenGate2 IsNotSaidWorldC6M2_OpenGate2 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 IsNotSaidOpenedGate2 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_OpenGate2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_OpenGate2Mechanic } Response PlayerRemarkWorldC6M2_Phase2Mechanic { scene "scenes/Mechanic/DLC1_C6M2_Phase201.vcd" then Producer WorldC6M2_Phase201a foo:0 -1.792 //Hope phase two has rides. scene "scenes/Mechanic/DLC1_C6M2_Phase202.vcd" //Phase one is over? scene "scenes/Mechanic/DLC1_C6M2_Phase203.vcd" then Producer WorldC6M2_Phase201a foo:0 -2.253 //Man, I hope phase two has rides. scene "scenes/Mechanic/DLC1_C6M2_Phase204.vcd" //Phase one is over? Jeez... scene "scenes/Mechanic/DLC1_C6M2_Phase205.vcd" //Hey,sorry about the lack of history in phase one coach. scene "scenes/Mechanic/DLC1_C6M2_Phase206.vcd" then Producer WorldC6M2_Phase201a foo:0 -1.646 //Hope this goes under the river. } Rule PlayerRemarkWorldC6M2_Phase2Mechanic { criteria ConceptRemark IsMechanic IsWorldC6M2_Phase2 IsNotSaidWorldC6M2_Phase2 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Phase2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_Phase2Mechanic } Response PlayerRemarkWorldC6M2_Phase2DownMechanic { scene "scenes/Mechanic/DLC1_C6M2_Phase208.vcd" //Let's get down these stairs. } Rule PlayerRemarkWorldC6M2_Phase2DownMechanic { criteria ConceptRemark IsMechanic IsWorldC6M2_Phase2Down IsNotSaidWorldC6M2_Phase2Down IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Phase2Down:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_Phase2DownMechanic } Response PlayerRemarkWorldC6M2_Phase2DownIntenseMechanic { scene "scenes/Mechanic/DLC1_C6M2_Phase207.vcd" //GET DOWN THE STAIRS! scene "scenes/Mechanic/DLC1_C6M2_Phase209.vcd" //Go down. Go down. Go down. } Rule PlayerRemarkWorldC6M2_Phase2DownIntenseMechanic { criteria ConceptRemark IsMechanic IsWorldC6M2_Phase2Down IsNotSaidWorldC6M2_Phase2Down IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 IntensityOver75 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Phase2Down:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_Phase2DownIntenseMechanic } Response PlayerRemarkWorldC6M2_PostGate1xMechanic { scene "scenes/Mechanic/DLC1_C6M2_BridgeCollapse01.vcd" //Back in the water. scene "scenes/Mechanic/DLC1_C6M2_BridgeCollapse02.vcd" //Back in the water, everybody. scene "scenes/Mechanic/DLC1_C6M2_BridgeCollapse03.vcd" //Time for your bath Nick. } Rule PlayerRemarkWorldC6M2_PostGate1xMechanic { criteria ConceptRemark IsMechanic IsWorldC6M2_PostGate1 IsNotSaidWorldC6M2_PostGate1 IsNotCoughing IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 IsSaidOpenedGate1 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_PostGate1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_PostGate1xMechanic } Response PlayerRemarkWorldC6M2_SafeRoomMechanic { scene "scenes/Mechanic/DLC1_C6M2_Saferoom01.vcd" //We're getting close, I can feel her. I mean the car of course. scene "scenes/Mechanic/DLC1_C6M2_Saferoom02.vcd" //Oh man, we're getting close, I can just feel her. I mean the car of course. scene "scenes/Mechanic/DLC1_C6M2_Saferoom03.vcd" //Hey there's a dry saferoom up here! scene "scenes/Mechanic/DLC1_C6M2_Saferoom04.vcd" //Dry saferoom up here! scene "scenes/Mechanic/DLC1_C6M2_Saferoom05.vcd" //Oh We are getting close, man, I can feel her. I mean the car. } Rule PlayerRemarkWorldC6M2_SafeRoomMechanic { criteria ConceptRemark IsMechanic IsWorldC6M2_SafeRoom IsNotSaidWorldC6M2_SafeRoom IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear800 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_SafeRoom:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_SafeRoomMechanic } Response PlayerRemarkWorldC6M2_TattooMechanic { scene "scenes/Mechanic/DLC1_C6M2_Tattoo03.vcd" //TATTOOS! scene "scenes/Mechanic/DLC1_C6M2_Tattoo04.vcd" //TATTOOS! TATTOOS! scene "scenes/Mechanic/DLC1_C6M2_Tattoo05.vcd" //Man, I love tattoos. I only have one, but I was gonna get my truck tattooed on my other arm. Damn zombies. scene "scenes/Mechanic/DLC1_C6M2_Tattoo06.vcd" //I love tattoos. I only have one, but I was gonna get my truck tattooed on my other arm. scene "scenes/Mechanic/DLC1_C6M2_Tattoo07.vcd" //Man, I love tattoos. I only have one, I was gonna get my truck tattooed on the other arm, but maybe now I get Jimmy Gibbs Jr car. Damn zombies. } Rule PlayerRemarkWorldC6M2_TattooMechanic { criteria ConceptRemark IsMechanic IsWorldC6M2_Tattoo IsNotSaidWorldC6M2_Tattoo IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Tattoo:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_TattooMechanic } Response PlayerRemarkWorldC6M2_TattooE&GMechanic { scene "scenes/Mechanic/DLC1_C6M2_Tattoo01.vcd" then Gambler WorldC6M2_Tattoo03a> foo:0 -2.996 //Hey Nick, you and me ought to get tattoos that say "bros". } Rule PlayerRemarkWorldC6M2_TattooE&GMechanic { criteria ConceptRemark IsMechanic IsWorldC6M2_Tattoo IsNotSaidWorldC6M2_Tattoo IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 IsGamblerNear800Weight0 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Tattoo:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_TattooE&GMechanic } Response PlayerRemarkWorldC6M2_TourEntranceMechanic { scene "scenes/Mechanic/DLC1_C6M2_TicketCounter01.vcd" //Should we leave some money? scene "scenes/Mechanic/DLC1_C6M2_TicketCounter02.vcd" //Let's go under-the-river! } Rule PlayerRemarkWorldC6M2_TourEntranceMechanic { criteria ConceptRemark IsMechanic IsWorldC6M2_TourEntrance IsNotSaidWorldC6M2_TourEntrance IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_TourEntrance:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_TourEntranceMechanic } Response PlayerRemarkWorldC6M2_UpCatWalkMechanic { scene "scenes/Mechanic/DLC1_C6M2_UpCatwalk01.vcd" //A ladder! scene "scenes/Mechanic/DLC1_C6M2_UpCatwalk02.vcd" //Ladder! scene "scenes/Mechanic/DLC1_C6M2_UpCatwalk03.vcd" //There's a ladder! scene "scenes/Mechanic/DLC1_C6M2_UpCatwalk04.vcd" //Oh, finally, a ladder! } Rule PlayerRemarkWorldC6M2_UpCatWalkMechanic { criteria ConceptRemark IsMechanic IsWorldC6M2_UpCatWalk IsNotSaidWorldC6M2_UpCatWalk IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_UpCatWalk:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_UpCatWalkMechanic } Response PlayerRemarkWorldC6M2_UpStairsMechanic { scene "scenes/Mechanic/DLC1_C6M2_UpStairs01.vcd" //Up the stairs. scene "scenes/Mechanic/DLC1_C6M2_UpStairs02.vcd" //There's a street up there. scene "scenes/Mechanic/DLC1_C6M2_UpStairs03.vcd" //Hey, let's get up to the street. } Rule PlayerRemarkWorldC6M2_UpStairsMechanic { criteria ConceptRemark IsMechanic IsWorldC6M2_UpStairs IsNotSaidWorldC6M2_UpStairs IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_UpStairs:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_UpStairsMechanic } Response PlayerRemarkWorldC6M2_UpStairs2Mechanic { scene "scenes/Mechanic/DLC1_C6M1_Upstairs01.vcd" //Go upstairs. scene "scenes/Mechanic/DLC1_C6M1_Upstairs03.vcd" //Let's try upstairs. scene "scenes/Mechanic/DLC1_C6M1_Upstairs04.vcd" //Upstairs, everybody. } Rule PlayerRemarkWorldC6M2_UpStairs2Mechanic { criteria ConceptRemark IsMechanic IsWorldC6M2_UpStairs2 IsNotSaidWorldC6M2_UpStairs2 IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_UpStairs2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_UpStairs2Mechanic } Response PlayerRemarkWorldC6M3_BridgeRunMechanic { scene "scenes/Mechanic/DLC1_C6M3_FinaleBridgeRun02.vcd" then WorldC6M3_ByBridge01 foo:0 -1.803 //I'm coming baby! scene "scenes/Mechanic/DLC1_C6M3_FinaleBridgeRun04.vcd" then WorldC6M3_ByBridge01Ellis foo:0 -2.772 //This is the longest run of my life! scene "scenes/Mechanic/DLC1_C6M3_FinaleBridgeRun05.vcd" then WorldC6M3_ByBridge01Ellis foo:0 -2.578 //Oh man, this is the longest run of my life! scene "scenes/Mechanic/DLC1_C6M3_FinaleBridgeRun06.vcd" then WorldC6M3_ByBridge01 foo:0 -2.297 //I'm coming baby! I'm comin'! scene "scenes/Mechanic/DLC1_C6M3_FinaleBridgeRun07.vcd" then WorldC6M3_ByBridge01 foo:0 -4.828 //I'm comin'! I'm sorry I left you! } Rule PlayerRemarkWorldC6M3_BridgeRunMechanic { criteria ConceptRemark IsMechanic IsWorldC6M3_BridgeRun IsNotSaidWorldC6M3_BridgeRun IsNotCoughing IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear500 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M3_BridgeRun:1:0" applycontexttoworld Response PlayerRemarkWorldC6M3_BridgeRunMechanic } Response PlayerRemarkWorldC6M3_ByBridgeMechanic { scene "scenes/Mechanic/DLC1_C6M3_FinaleFinalGas01.vcd" //Hey, thanks Zoey, I won't forget you! scene "scenes/Mechanic/DLC1_C6M3_FinaleFinalGas03.vcd" //THANK YOU ZOEY! scene "scenes/Mechanic/DLC1_C6M3_FinaleFinalGas04.vcd" //Thank you, thank you Zoey. scene "scenes/Mechanic/DLC1_C6M3_FinaleFinalGas06.vcd" //Thanks Francis. scene "scenes/Mechanic/DLC1_C6M3_FinaleFinalGas07.vcd" //Man, Francis, you are the coolest. } Rule PlayerRemarkWorldC6M3_ByBridgeMechanic { criteria ConceptRemark IsMechanic IsWorldC6M3_ByBridge IsNotSaidWorldC6M3_ByBridge IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear300 IsSaidFinalVehicleArrived IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M3_ByBridge:1:0" applycontexttoworld Response PlayerRemarkWorldC6M3_ByBridgeMechanic } Response PlayerRemarkWorldFootLockerMechanic { scene "scenes/Mechanic/DLC1_FootLocker02.vcd" //Hey open up the lockers. scene "scenes/Mechanic/DLC1_FootLocker03.vcd" //Hey, let's search the lockers. scene "scenes/Mechanic/DLC1_FootLocker04.vcd" //Hey, we should probably check these lockers. scene "scenes/Mechanic/DLC1_FootLocker07.vcd" //Open up the locker. scene "scenes/Mechanic/DLC1_FootLocker08.vcd" //Search the locker. scene "scenes/Mechanic/DLC1_FootLocker09.vcd" //We should probably check this locker. } Rule PlayerRemarkWorldFootLockerMechanic { criteria ConceptRemark IsMechanic IsWorldFootLocker IsNotSaidWorldFootLocker IsNotCoughing NotInCombat IsTalk IsTalkMechanic IsWorldTalkMechanic IsSubjectNear500 IsNotSpeakingWeight0 ApplyContext "SaidWorldFootLocker:1:0" applycontexttoworld Response PlayerRemarkWorldFootLockerMechanic } //-------------------------------------------------------------------------------------------------------------- // Scavenge //-------------------------------------------------------------------------------------------------------------- Response C6M3_PourFinishedMechanic { scene "scenes/Mechanic/blank.vcd" predelay ".5,1.5" then Manager L4D1_NiceJobPour foo:0 0 // } Rule C6M3_PourFinishedMechanic { criteria ConceptPlayerPourFinished IsMechanic IsTalk IsTalkMechanic IsWorldTalkMechanic Isc6m3_port ChanceToFire20Percent ApplyContext "Talk:1:3" Response C6M3_PourFinishedMechanic } //-------------------------------------------------------------------------------------------------------------- // Vocalizer //-------------------------------------------------------------------------------------------------------------- Response SurvivorNearFinaleC6M3Mechanic { scene "scenes/Mechanic/blank.vcd" // } Rule SurvivorNearFinaleC6M3Mechanic { criteria ConceptPlayerNearFinale IsNotCoughing IsMechanic IsNotSaidFinaleAhead NotInCombat IsTalk IsTalkMechanic IsNotIncapacitated IsWorldTalkMechanic Isc6m3_port ApplyContext "SaidFinaleAhead:1:0" applycontexttoworld Response SurvivorNearFinaleC6M3Mechanic } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Pickups //-------------------------------------------------------------------------------------------------------------- Response SurvivorPickupGolfCLubMechanic { scene "scenes/Mechanic/DLC1_GolfClub04.vcd" //Grabbing a golf club. scene "scenes/Mechanic/DLC1_GolfClub05.vcd" //Grabbing the club. scene "scenes/Mechanic/DLC1_GolfClub06.vcd" //I'm going with the golf club. } Rule SurvivorPickupGolfCLubMechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpGolfClub IsNotSpeaking MechanicNotPickedUpItem IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupGolfCLubMechanic } Response SurvivorPickupM60Mechanic { scene "scenes/Mechanic/DLC1_M6007.vcd" //Shit, this is heavy. scene "scenes/Mechanic/DLC1_M6008.vcd" //This is a big gun. scene "scenes/Mechanic/DLC1_M6009.vcd" //Now this is a big gun. scene "scenes/Mechanic/DLC1_M6011.vcd" //Grabbing the belt gun. scene "scenes/Mechanic/DLC1_M6012.vcd" //Grabbing the belt gun. } Rule SurvivorPickupM60Mechanic { criteria ConceptPlayerPickup IsNotCoughing IsMechanic IsPickedUpM60 IsNotSpeaking MechanicNotPickedUpItem IsTalk IsTalkMechanic IsWorldTalkMechanic ApplyContext "MechanicPickedUpItem:1:30" Response SurvivorPickupM60Mechanic } //-------------------------------------------------------------------------------------------------------------- // Vocalizer Convo (AUTO) //-------------------------------------------------------------------------------------------------------------- Response WeddingWitchDead04Mechanic { scene "scenes/Mechanic/DLC1_C6M1_WeddingWitchDead02.vcd" //Whole thing makes me uncomfortable. } Rule WeddingWitchDead04Mechanic { criteria ConceptWeddingWitchDead04 IsMechanic Response WeddingWitchDead04Mechanic } //-------------------------------------------------------------------------------------------------------------- // Volcalize //-------------------------------------------------------------------------------------------------------------- Response Player.LostCallC6M3Mechanic { scene "scenes/Mechanic/blank.vcd" // } Rule Player.LostCallC6M3Mechanic { criteria ConceptTalkIdle IsMechanic IsClosestSurvivorFar3000 IsNotSaidPlayerLostCall Isc6m3_port ChanceToFire100Percent IsNotSpeakingWeight0 ApplyContext "SaidPlayerLostCall:1:50" applycontexttoworld Response Player.LostCallC6M3Mechanic } //-------------------------------------------------------------------------------------------------------------- // Weapon Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpottedGolfClubMechanic { scene "scenes/Mechanic/DLC1_GolfClub01.vcd" //Golf club! scene "scenes/Mechanic/DLC1_GolfClub02.vcd" //I got a golf club here. scene "scenes/Mechanic/DLC1_GolfClub03.vcd" //Club here. } Rule SurvivorSpottedGolfClubMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsGolfClub IsWorldTalkMechanic IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGolfClubMechanic } Response SurvivorSpottedGolfClubAutoMechanic { scene "scenes/Mechanic/DLC1_GolfClub01.vcd" //Golf club! scene "scenes/Mechanic/DLC1_GolfClub02.vcd" //I got a golf club here. scene "scenes/Mechanic/DLC1_GolfClub03.vcd" //Club here. } Rule SurvivorSpottedGolfClubAutoMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsGolfClub IsWorldTalkMechanic ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGolfClubAutoMechanic } Response SurvivorSpottedM60Mechanic { scene "scenes/Mechanic/DLC1_M6001.vcd" //Hey that's an M60. scene "scenes/Mechanic/DLC1_M6002.vcd" //Big gun here. scene "scenes/Mechanic/DLC1_M6003.vcd" //Big gun here. scene "scenes/Mechanic/DLC1_M6004.vcd" //Belt gun here. } Rule SurvivorSpottedM60Mechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsM60 IsWorldTalkMechanic IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedM60Mechanic } Response SurvivorSpottedM60AutoMechanic { scene "scenes/Mechanic/DLC1_M6001.vcd" //Hey that's an M60. scene "scenes/Mechanic/DLC1_M6002.vcd" //Big gun here. scene "scenes/Mechanic/DLC1_M6003.vcd" //Big gun here. scene "scenes/Mechanic/DLC1_M6004.vcd" //Belt gun here. } Rule SurvivorSpottedM60AutoMechanic { criteria ConceptPlayerSpotWeapon IsNotCoughing IsMechanic IsTalk IsTalkMechanic IsNotSmartLookAuto IsM60 IsWorldTalkMechanic ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedM60AutoMechanic } //-------------------------------------------------------------------------------------------------------------- // Gambler Response Rule File //-------------------------------------------------------------------------------------------------------------- //Auto-generated blank response for padding out InfoRemarkables Response _PlayerInfoRemarkableBlankGambler { speak "Gambler_Blank" noscene //Blank } Response L4D1PlayerNiceShotGambler { scene "scenes/Gambler/NiceShot06.vcd" //Nice shooting. scene "scenes/Gambler/NiceShot07.vcd" //Nice shot! scene "scenes/Gambler/NiceShot08.vcd" //Nice shot Ace. } Rule L4D1PlayerNiceShotGambler { criteria ConceptL4D1PlayerNiceShot IsNotCoughing IsGambler IsSubjectDistNear1500 IsTalk IsTalkGambler IsWorldTalkGambler IsNotSpeaking ChanceToFire70Percent Response L4D1PlayerNiceShotGambler } Response L4D1PlayerNiceShotFrancisGambler { scene "scenes/Gambler/DLC1_C6M3_FinaleL4D1Killing01.vcd" //I owe you one, Francis! scene "scenes/Gambler/DLC1_C6M3_FinaleL4D1Killing06.vcd" //Nice shot, Francis! } Rule L4D1PlayerNiceShotFrancisGambler { criteria ConceptL4D1PlayerNiceShot IsNotCoughing IsGambler IsSubjectDistNear1500 IsTalk IsTalkGambler IsWorldTalkGambler SubjectIsBiker ChanceToFire70Percent IsNotSpeaking Response L4D1PlayerNiceShotFrancisGambler } Response L4D1PlayerNiceShotLouisGambler { scene "scenes/Gambler/DLC1_C6M3_FinaleL4D1Killing02.vcd" //Thanks, Louis! scene "scenes/Gambler/DLC1_C6M3_FinaleL4D1Killing08.vcd" //Louis, I am beginning to like you and your gun. scene "scenes/Gambler/DLC1_C6M3_FinaleL4D1Killing09.vcd" //Louis, you are a badass with that gun. scene "scenes/Gambler/DLC1_C6M3_FinaleL4D1Killing10.vcd" //Louis, you sure you don't want to come with us? We can leave Ellis behind. scene "scenes/Gambler/DLC1_C6M3_FinaleL4D1Killing11.vcd" //Louis, you are a badass with that gun. scene "scenes/Gambler/DLC1_C6M3_FinaleL4D1Killing12.vcd" //Louis, you sure you don't want to come with us? We can leave Ellis behind. } Rule L4D1PlayerNiceShotLouisGambler { criteria ConceptL4D1PlayerNiceShot IsNotCoughing IsGambler IsSubjectDistNear1500 IsTalk IsTalkGambler IsWorldTalkGambler SubjectIsManager ChanceToFire70Percent IsNotSpeaking Response L4D1PlayerNiceShotLouisGambler } Response L4D1PlayerNiceShotZoeyGambler { scene "scenes/Gambler/DLC1_C6M3_FinaleL4D1Killing03.vcd" //Thanks, Zoey! scene "scenes/Gambler/DLC1_C6M3_FinaleL4D1Killing05.vcd" //Zoey, all right! scene "scenes/Gambler/DLC1_C6M3_FinaleL4D1Killing07.vcd" //Nice shot, Zoey! } Rule L4D1PlayerNiceShotZoeyGambler { criteria ConceptL4D1PlayerNiceShot IsNotCoughing IsGambler IsSubjectDistNear1500 IsTalk IsTalkGambler IsWorldTalkGambler SubjectIsTeenGirl ChanceToFire70Percent IsNotSpeaking Response L4D1PlayerNiceShotZoeyGambler } //-------------------------------------------------------------------------------------------------------------- // C1M4 //-------------------------------------------------------------------------------------------------------------- Response C6M3GasPourGambler { scene "scenes/Gambler/DLC1_C6M3_Cans02.vcd" //I'm filling the generator. scene "scenes/Gambler/DLC1_C6M3_Cans03.vcd" //Pouring it in! scene "scenes/Gambler/DLC1_C6M3_Cans04.vcd" //Another one in! scene "scenes/Gambler/DLC1_C6M3_Cans05.vcd" //Almost outta here! scene "scenes/Gambler/DLC1_C6M3_Cans06.vcd" //Why doesn't anything have enough gas in it? } Rule C6M3GasPourGambler { criteria ConceptPlayerPourStarted IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsNotScavenge isC6M3_Port ChanceToFire70Percent ApplyContext "TalkGambler:1:2" Response C6M3GasPourGambler } //-------------------------------------------------------------------------------------------------------------- // C6M1 //-------------------------------------------------------------------------------------------------------------- Response C6M1_IntotheparkNoHealthGambler { scene "scenes/Gambler/DLC1_C6M1_IntoPark03.vcd" //Grab a health kit. scene "scenes/Gambler/DLC1_C6M1_IntoPark04.vcd" //Everyone grab a health kit. scene "scenes/Gambler/DLC1_C6M1_IntoPark05.vcd" //Don't forget a health kit. scene "scenes/Gambler/DLC1_C6M1_IntoPark06.vcd" //Quick, grab a health kit. } Rule C6M1_IntotheparkNoHealthGambler { criteria ConceptC6M1_IntotheparkNoHealth IsGambler Response C6M1_IntotheparkNoHealthGambler } Response C6M1Intro_01Biker05Gambler { scene "scenes/Gambler/DLC1_C6M1_InitialMeeting07.vcd" then Biker C6M1Intro_10a foo:0 -9.671 //I'm telling you for the last goddamn time, lower the goddamn bridge you greasy vest wearing monkey. } Rule C6M1Intro_01Biker05Gambler { criteria ConceptintroC6M1 IsGambler IsFrancisIntroActor IsNotSaidIntroScene FrancisGroup5 IsNotVersus ApplyContext "SaidIntroScene:1:0,Talk:1:30" applycontexttoworld Response C6M1Intro_01Biker05Gambler } Response C6M1Intro_07bGambler { scene "scenes/Gambler/DLC1_C6M1_InitialMeeting01.vcd" then Producer C6M1Intro_07c foo:0 -1.130 //That guy's no cop. scene "scenes/Gambler/DLC1_C6M1_InitialMeeting02.vcd" then Producer C6M1Intro_07c foo:0 -2.221 //I'll tell ya something; that guy is no cop. } Rule C6M1Intro_07bGambler { criteria ConceptC6M1Intro_07b IsGambler Response C6M1Intro_07bGambler } Response C6M1Intro_09aGambler { scene "scenes/Gambler/DLC1_C6M1_InitialMeeting03.vcd" then Gambler C6M1Intro_09b foo:0 -0.741 //Hey! (Realization someone else is alive) HEEEYYY!! } Rule C6M1Intro_09aGambler { criteria ConceptC6M1Intro_09a IsGambler Response C6M1Intro_09aGambler } Response C6M1Intro_09bGambler { scene "scenes/Gambler/DLC1_C6M1_InitialMeeting04.vcd" then Biker C6M1Intro_09c foo:0 -1.071 //Hey! (Realization someone else is alive) HEEEYYY!! } Rule C6M1Intro_09bGambler { criteria ConceptC6M1Intro_09b IsGambler Response C6M1Intro_09bGambler } Response C6M1Intro_09dGambler { scene "scenes/Gambler/DLC1_C6M1_InitialMeeting05.vcd" then Producer C6M1Intro_09e foo:0 -0.876 //What the... scene "scenes/Gambler/DLC1_C6M1_InitialMeeting06.vcd" then Producer C6M1Intro_09e foo:0 -0.618 //What? } Rule C6M1Intro_09dGambler { criteria ConceptC6M1Intro_09d IsGambler Response C6M1Intro_09dGambler } Response C6M1Intro_10eGambler { scene "scenes/Gambler/DLC1_C6M1_InitialMeeting08.vcd" //Whatever. scene "scenes/Gambler/DLC1_C6M1_InitialMeeting09.vcd" //Whatever. scene "scenes/Gambler/DLC1_C6M1_InitialMeeting10.vcd" //Whatever sweety. scene "scenes/Gambler/DLC1_C6M1_InitialMeeting11.vcd" //Or: I could try is being more attractive to grease ball bikers. scene "scenes/Gambler/DLC1_C6M1_InitialMeeting12.vcd" //Or: I could try is being more attractive to grease ball bikers. } Rule C6M1Intro_10eGambler { criteria ConceptC6M1Intro_10e IsGambler ApplyContext "Talk:0:0" applycontexttoworld Response C6M1Intro_10eGambler } Response C6M1Intro_11dGambler { scene "scenes/Gambler/DLC1_C6M1_InitialMeeting13.vcd" //All right. scene "scenes/Gambler/DLC1_C6M1_InitialMeeting14.vcd" //Yeah, all right. } Rule C6M1Intro_11dGambler { criteria ConceptC6M1Intro_11d IsGambler ApplyContext "Talk:0:0" applycontexttoworld Response C6M1Intro_11dGambler } Response C6M1Intro_14aGambler { scene "scenes/Gambler/DLC1_C6M1_InitialMeeting15.vcd" then Biker C6M1Intro_14b foo:0 -6.925 //Okay, listen to me, jackass, lower the goddamn bridge so we can drive our goddamn car across. } Rule C6M1Intro_14aGambler { criteria ConceptC6M1Intro_14a IsGambler Response C6M1Intro_14aGambler } Response C6M1Intro_14cGambler { scene "scenes/Gambler/DLC1_C6M1_InitialMeeting16.vcd" then Producer C6M1Intro_14d foo:0 -1.100 //(to his group) Do you believe this guy? scene "scenes/Gambler/DLC1_C6M1_InitialMeeting17.vcd" then Producer C6M1Intro_14d foo:0 -1.129 //(to self) I don't believe this guy. } Rule C6M1Intro_14cGambler { criteria ConceptC6M1Intro_14c IsGambler Response C6M1Intro_14cGambler } Response C6M1Intro_15aGambler { scene "scenes/Gambler/DLC1_C6M1_InitialMeeting18.vcd" then TeenGirl C6M1Intro_15b foo:0 -4.406 //That's terrific cupcake, is there a man up there we can talk to? } Rule C6M1Intro_15aGambler { criteria ConceptC6M1Intro_15a IsGambler Response C6M1Intro_15aGambler } Response C6M1Intro_15eGambler { scene "scenes/Gambler/DLC1_C6M1_InitialMeeting19.vcd" //Hey, lighten up. Man, no one can take a joke anymore. scene "scenes/Gambler/DLC1_C6M1_InitialMeeting20.vcd" //Wouldja lighten up? Man, no one can take a joke anymore. } Rule C6M1Intro_15eGambler { criteria ConceptC6M1Intro_15e IsGambler ApplyContext "Talk:0:0" applycontexttoworld Response C6M1Intro_15eGambler } Response C6M1Intro_16aGambler { scene "scenes/Gambler/DLC1_C6M1_InitialMeeting21.vcd" then Biker C6M1Intro_16b foo:0 -3.160 //Well then climb down, you big ape, and help us. } Rule C6M1Intro_16aGambler { criteria ConceptC6M1Intro_16a IsGambler Response C6M1Intro_16aGambler } Response LeavingC6M1StartGambler { scene "scenes/Gambler/blank.vcd" // } Rule LeavingC6M1StartGambler { criteria ConceptSurvivorLeavingCheckpoint IsGambler ApplyContext "LeftC6M1Start:1:0" applycontexttoworld Response LeavingC6M1StartGambler } Response RemWorldC6M1_WeddingWarn02Gambler { scene "scenes/Gambler/DLC1_C6M1_Wedding06.vcd" //Coach, no time for cake. scene "scenes/Gambler/DLC1_C6M1_Wedding07.vcd" //I'll keep an eye out for some. scene "scenes/Gambler/DLC1_C6M1_Wedding08.vcd" //Coach, I'll keep an eye out for some. Okay buddy? } Rule RemWorldC6M1_WeddingWarn02Gambler { criteria ConceptRemWorldC6M1_WeddingWarn02 IsGambler IsSubjectDistNear800 ApplyContext "AtWedding:1:60, CoachCake:1:0" applycontexttoworld Response RemWorldC6M1_WeddingWarn02Gambler } Response WorldC6M1_HistoricTourGambler { scene "scenes/Gambler/DLC1_C6M1_HistoricSign01.vcd" //[reading] "Historic Rayford Under-the-River Tunnel Tour." THAT'll get us across." scene "scenes/Gambler/DLC1_C6M1_HistoricSign03.vcd" //Look, we can just go under the river. Doesn't that sound fun Ellis? scene "scenes/Gambler/DLC1_C6M1_HistoricSign04.vcd" //Look, we can just go under the river. Doesn't that sound like fun Ellis? scene "scenes/Gambler/DLC1_C6M1_HistoricSign05.vcd" //If we can go under the river, we can get to the other side of the bridge. scene "scenes/Gambler/DLC1_C6M1_HistoricSign06.vcd" //Only in the South do I have to go under a goddamn river. scene "scenes/Gambler/DLC1_C6M1_HistoricSign07.vcd" //If we can't take the bridge, let's try this under-the-river tour. scene "scenes/Gambler/DLC1_C6M1_HistoricSign08.vcd" //Okay, explain something to me; how is an under-the-river tour scenic? } Rule WorldC6M1_HistoricTourGambler { criteria ConceptWorldC6M1_HistoricTour IsGambler IsNotLeftC6M1Start Response WorldC6M1_HistoricTourGambler } Response WorldC6M1_PostWedding02aGambler { scene "scenes/Gambler/DLC1_C6M1_WeddingPostWitch02.vcd" //Marrying her is the last thing you should do. } Rule WorldC6M1_PostWedding02aGambler { criteria ConceptWorldC6M1_PostWedding02a IsGambler IsSubjectDistNear800 Response WorldC6M1_PostWedding02aGambler } Response WorldC6M1_WeddingWarn05aGambler { scene "scenes/Gambler/DLC1_C6M1_WeddingPostWitch03.vcd" //Yeah, look Ellis, all women are emotional wrecks who will eventually kill you. scene "scenes/Gambler/DLC1_C6M1_WeddingPostWitch04.vcd" //Yeah, you're about to get mauled to death. } Rule WorldC6M1_WeddingWarn05aGambler { criteria ConceptWorldC6M1_WeddingWarn05a IsGambler IsSubjectDistNear800 Response WorldC6M1_WeddingWarn05aGambler } //-------------------------------------------------------------------------------------------------------------- // C6M2 //-------------------------------------------------------------------------------------------------------------- Response C6M2_OpenGate1Gambler { scene "scenes/Gambler/DLC1_C6M1_AlarmDoorOpen02.vcd" //I opened it. scene "scenes/Gambler/DLC1_C6M2_Bridge1RaiseHitIt01.vcd" //I hit it! } Rule C6M2_OpenGate1Gambler { criteria ConceptC6M2_OpenGate1 IsGambler ApplyContext "SaidOpenedGate1:1:0" applycontexttoworld Response C6M2_OpenGate1Gambler } Response C6M2_OpenGate1aGambler { scene "scenes/Gambler/DLC1_C6M2_BridgeCollapse01.vcd" then Mechanic C6M2_OpenGate1b foo:0 -1.679 //Ellis, what did you just do? } Rule C6M2_OpenGate1aGambler { criteria ConceptC6M2_OpenGate1a IsGambler Response C6M2_OpenGate1aGambler } Response C6M2_OpenGate2Gambler { scene "scenes/Gambler/DLC1_C6M1_AlarmDoorOpen02.vcd" //I opened it. scene "scenes/Gambler/DLC1_C6M2_Bridge1RaiseHitIt03.vcd" //Ahh, Christ, you gotta be kidding me. scene "scenes/Gambler/DLC1_C6M2_Bridge1RaiseHitIt06.vcd" //Ahh, COME ON! } Rule C6M2_OpenGate2Gambler { criteria ConceptC6M2_OpenGate2 IsGambler ApplyContext "Said:OpenedGate2:1:0" applycontexttoworld Response C6M2_OpenGate2Gambler } Response C6M2SafeRoomGambler { scene "scenes/Gambler/blank.vcd" then any C6M2SafeRoom2 foo:0 3 // } Rule C6M2SafeRoomGambler { criteria ConceptTalkIdle Joined3 IsGambler isC6m2_bedlam IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC6M2SafeRoom IsNotSpeakingWeight0 ApplyContext "SaidC6M2SafeRoom:1:0" applycontexttoworld Response C6M2SafeRoomGambler } Response DLC1_C6M2_SafeRoomConvo01Gambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo01.vcd" then Any DLC1_C6M2_SafeRoomConvo01a foo:0 -5.037 //So we find this historic section. Go under the river. And then we kick that biker dude's ass, right? } Rule DLC1_C6M2_SafeRoomConvo01Gambler { criteria ConceptC6M2SafeRoom2 IsGambler IsFrancisIntroActor FrancisGroup5 IsNotSaidC6M2SafeRoom2 ApplyContext "SaidC6M2SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M2_SafeRoomConvo01Gambler } Response DLC1_C6M2_SafeRoomConvo01bGambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo02.vcd" //Go to hell. } Rule DLC1_C6M2_SafeRoomConvo01bGambler { criteria ConceptDLC1_C6M2_SafeRoomConvo01b IsGambler Response DLC1_C6M2_SafeRoomConvo01bGambler } Response DLC1_C6M2_SafeRoomConvo02Gambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo03.vcd" then Mechanic DLC1_C6M2_SafeRoomConvo02a foo:0 -3.153 //I can't believe we're waking this far just to keep a damn car. } Rule DLC1_C6M2_SafeRoomConvo02Gambler { criteria ConceptC6M2SafeRoom2 IsGambler IsFrancisIntroActor FrancisGroup1 IsNotSaidC6M2SafeRoom2 ApplyContext "SaidC6M2SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M2_SafeRoomConvo02Gambler } Response DLC1_C6M2_SafeRoomConvo02bGambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo04.vcd" //I don't have a problem with leaving the car AND you behind. Okay, Ellis? } Rule DLC1_C6M2_SafeRoomConvo02bGambler { criteria ConceptDLC1_C6M2_SafeRoomConvo02b IsGambler Response DLC1_C6M2_SafeRoomConvo02bGambler } Response DLC1_C6M2_SafeRoomConvo06aGambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo05.vcd" //Boiled nuts? Christ. What is wrong with you Southerners? scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo06.vcd" //Boiled nuts? Coah, come on, what is wrong with you Southerners? scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo07.vcd" //And you want to live? scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo08.vcd" //I hate your life Coach. } Rule DLC1_C6M2_SafeRoomConvo06aGambler { criteria ConceptDLC1_C6M2_SafeRoomConvo06a IsGambler Response DLC1_C6M2_SafeRoomConvo06aGambler } Response DLC1_C6M2_SafeRoomConvo07aGambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo09.vcd" //I think you had a better chance with that witch. } Rule DLC1_C6M2_SafeRoomConvo07aGambler { criteria ConceptDLC1_C6M2_SafeRoomConvo07a IsGambler Response DLC1_C6M2_SafeRoomConvo07aGambler } Response DLC1_C6M2_SafeRoomConvo08Gambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo17.vcd" then Coach DLC1_C6M2_SafeRoomConvo09a foo:0 -5.742 //So this under-the-river tour, who wants to bet that is going to be filthy. scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo20.vcd" then Producer DLC1_C6M2_SafeRoomConvo10a foo:0 -2.140 //If anybody sees any hand sanitizer let me know. } Rule DLC1_C6M2_SafeRoomConvo08Gambler { criteria ConceptC6M2SafeRoom2 IsGambler IsNotSaidC6M2SafeRoom2 ApplyContext "SaidC6M2SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M2_SafeRoomConvo08Gambler } Response DLC1_C6M2_SafeRoomConvo08aGambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo10.vcd" then Producer DLC1_C6M2_SafeRoomConvo08b foo:0 -1.680 //What's a matter Rochelle, playing hard to get? scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo11.vcd" then Producer DLC1_C6M2_SafeRoomConvo08b foo:0 -1.761 //What's a matter sweetie, you playing hard to get? } Rule DLC1_C6M2_SafeRoomConvo08aGambler { criteria ConceptDLC1_C6M2_SafeRoomConvo08a IsGambler Response DLC1_C6M2_SafeRoomConvo08aGambler } Response DLC1_C6M2_SafeRoomConvo08cGambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo12.vcd" then Producer DLC1_C6M2_SafeRoomConvo08d foo:0 -1.860 //I saw the way you were looking at him. scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo13.vcd" then Producer DLC1_C6M2_SafeRoomConvo08d foo:0 -2.358 //C'mon... I saw the way you were looking at him. } Rule DLC1_C6M2_SafeRoomConvo08cGambler { criteria ConceptDLC1_C6M2_SafeRoomConvo08c IsGambler Response DLC1_C6M2_SafeRoomConvo08cGambler } Response DLC1_C6M2_SafeRoomConvo08eGambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo14.vcd" then Producer DLC1_C6M2_SafeRoomConvo08f foo:0 -2.774 //I don't know... he fills out a vest pretty good. scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo15.vcd" then Producer DLC1_C6M2_SafeRoomConvo08f foo:0 -1.303 //He could be the one. scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo16.vcd" //Look, there are probably 10 guys left on the planet Rochelle, and you're not getting any younger, sweetie. } Rule DLC1_C6M2_SafeRoomConvo08eGambler { criteria ConceptDLC1_C6M2_SafeRoomConvo08e IsGambler Response DLC1_C6M2_SafeRoomConvo08eGambler } Response DLC1_C6M2_SafeRoomConvo09bGambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo19.vcd" //Coach, A germ just wiped out the whole planet. So yes. } Rule DLC1_C6M2_SafeRoomConvo09bGambler { criteria ConceptDLC1_C6M2_SafeRoomConvo09b IsGambler Response DLC1_C6M2_SafeRoomConvo09bGambler } Response DLC1_C6M2_SafeRoomConvo10Gambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo23.vcd" then Mechanic DLC1_C6M2_SafeRoomConvo11a foo:0 -4.165 //So Ellis, Zoey huh? What do you think? } Rule DLC1_C6M2_SafeRoomConvo10Gambler { criteria ConceptC6M2SafeRoom2 IsGambler IsZoeyIntroActor ZoeyGroup2 IsNotSaidC6M2SafeRoom2 ApplyContext "SaidC6M2SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M2_SafeRoomConvo10Gambler } Response DLC1_C6M2_SafeRoomConvo10bGambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo21.vcd" then Producer DLC1_C6M2_SafeRoomConvo10c foo:0 -4.362 //Yeah, hahaha a little bit more hand sanitizer and we wouldn't be in this mess. } Rule DLC1_C6M2_SafeRoomConvo10bGambler { criteria ConceptDLC1_C6M2_SafeRoomConvo10b IsGambler Response DLC1_C6M2_SafeRoomConvo10bGambler } Response DLC1_C6M2_SafeRoomConvo10dGambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo22.vcd" //Under the what now? } Rule DLC1_C6M2_SafeRoomConvo10dGambler { criteria ConceptDLC1_C6M2_SafeRoomConvo10d IsGambler Response DLC1_C6M2_SafeRoomConvo10dGambler } Response DLC1_C6M2_SafeRoomConvo11bGambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo24.vcd" //Yeah agreed, she is totally out of your league. } Rule DLC1_C6M2_SafeRoomConvo11bGambler { criteria ConceptDLC1_C6M2_SafeRoomConvo11b IsGambler Response DLC1_C6M2_SafeRoomConvo11bGambler } Response DLC1_C6M2_SafeRoomConvo12aGambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo25.vcd" then Coach DLC1_C6M2_SafeRoomConvo12b foo:0 -5.184 //Okay, let me get this straight. It's a tunnel... under the river. Right? scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo26.vcd" then Coach DLC1_C6M2_SafeRoomConvo12b foo:0 -4.359 //Let me get this straight, Coach. It's a tunnel... under the river. Right? } Rule DLC1_C6M2_SafeRoomConvo12aGambler { criteria ConceptDLC1_C6M2_SafeRoomConvo12a IsGambler Response DLC1_C6M2_SafeRoomConvo12aGambler } Response DLC1_C6M2_SafeRoomConvo12cGambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo27.vcd" then Coach DLC1_C6M2_SafeRoomConvo12d foo:0 -3.094 //And this is supposed to teach me about what exactly? scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo28.vcd" then Coach DLC1_C6M2_SafeRoomConvo12d foo:0 -2.844 //And this is supposed to teach me about what exactly? } Rule DLC1_C6M2_SafeRoomConvo12cGambler { criteria ConceptDLC1_C6M2_SafeRoomConvo12c IsGambler Response DLC1_C6M2_SafeRoomConvo12cGambler } Response DLC1_C6M2_SafeRoomConvo13aGambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo29.vcd" then Coach DLC1_C6M2_SafeRoomConvo13b foo:0 -2.783 //I am not looking forward to this under the river tour. } Rule DLC1_C6M2_SafeRoomConvo13aGambler { criteria ConceptDLC1_C6M2_SafeRoomConvo13a IsGambler Response DLC1_C6M2_SafeRoomConvo13aGambler } Response DLC1_C6M2_SafeRoomConvo13cGambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo30.vcd" //Coach, it's a hole. Oh no, excuse me, an historic hole. Under a river. scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo32.vcd" then Coach DLC1_C6M2_SafeRoomConvo13d foo:0 -4.824 //Okay, good point. You know what? I am looking forward to punching that grease bag biker in the mouth. } Rule DLC1_C6M2_SafeRoomConvo13cGambler { criteria ConceptDLC1_C6M2_SafeRoomConvo13c IsGambler Response DLC1_C6M2_SafeRoomConvo13cGambler } Response DLC1_C6M2_SafeRoomConvo14fGambler { scene "scenes/Gambler/DLC1_C6M2_SafeRoomConvo31.vcd" //Yeah, no, I'm good, I'm good. } Rule DLC1_C6M2_SafeRoomConvo14fGambler { criteria ConceptDLC1_C6M2_SafeRoomConvo14f IsGambler Response DLC1_C6M2_SafeRoomConvo14fGambler } Response DLC1_C6M2_SafeRoomConvo15cGambler { scene "scenes/Gambler/YouAreWelcomeC104.vcd" //Whatever. } Rule DLC1_C6M2_SafeRoomConvo15cGambler { criteria ConceptDLC1_C6M2_SafeRoomConvo15c IsGambler ApplyContext "Talk:1:0.749" applycontexttoworld Response DLC1_C6M2_SafeRoomConvo15cGambler } Response WorldC6M2_AfterGate201aGambler { scene "scenes/Gambler/DLC1_C6M2_InWaterFindLadder12.vcd" //Not the time, Ellis. scene "scenes/Gambler/DLC1_C6M2_InWaterFindLadder13.vcd" //Not the time, Ellis. } Rule WorldC6M2_AfterGate201aGambler { criteria ConceptWorldC6M2_AfterGate201a IsGambler Response WorldC6M2_AfterGate201aGambler } Response WorldC6M2_FinalWater01aGambler { scene "scenes/Gambler/DLC1_C6M2_FinalWater02.vcd" then Mechanic WorldC6M2_FinalWater01b foo:0 -1.524 //I hate you, Ellis! } Rule WorldC6M2_FinalWater01aGambler { criteria ConceptWorldC6M2_FinalWater01a IsGambler Response WorldC6M2_FinalWater01aGambler } Response WorldC6M2_InSewer101cGambler { scene "scenes/Gambler/DLC1_C6M2_Phase2InWater01.vcd" //Ellis. I NEED this. } Rule WorldC6M2_InSewer101cGambler { criteria ConceptWorldC6M2_InSewer101c IsGambler Response WorldC6M2_InSewer101cGambler } Response WorldC6M2_InSewer102bGambler { scene "scenes/Gambler/DLC1_C6M2_Phase2InWater08.vcd" //YES. } Rule WorldC6M2_InSewer102bGambler { criteria ConceptWorldC6M2_InSewer102b IsGambler Response WorldC6M2_InSewer102bGambler } Response WorldC6M2_InSewer201aGambler { scene "scenes/Gambler/DLC1_C6M2_Phase2InWater10.vcd" //Don't you DARE. } Rule WorldC6M2_InSewer201aGambler { criteria ConceptWorldC6M2_InSewer201a IsGambler Response WorldC6M2_InSewer201aGambler } Response WorldC6M2_InSewer202aGambler { scene "scenes/Gambler/DLC1_C6M2_Phase2InWater11.vcd" //Ugh scene "scenes/Gambler/DLC1_C6M2_Phase2InWater16.vcd" //Ugh } Rule WorldC6M2_InSewer202aGambler { criteria ConceptWorldC6M2_InSewer202a IsGambler Response WorldC6M2_InSewer202aGambler } Response WorldC6M2_InSewerLadder101aGambler { scene "scenes/Gambler/DLC1_C6M2_Phase2InWater12.vcd" //Ugh scene "scenes/Gambler/DLC1_C6M2_Phase2InWater13.vcd" //Augh scene "scenes/Gambler/DLC1_C6M2_Phase2InWater14.vcd" //Ugh, ugh scene "scenes/Gambler/DLC1_C6M2_Phase2InWater15.vcd" //Ugh scene "scenes/Gambler/DLC1_C6M2_Phase2InWater17.vcd" //Ugh scene "scenes/Gambler/DLC1_C6M2_Phase2InWater18.vcd" //Ugh, ugh scene "scenes/Gambler/DLC1_C6M2_Phase2InWater19.vcd" //Bad advice. BAD advice. } Rule WorldC6M2_InSewerLadder101aGambler { criteria ConceptWorldC6M2_InSewerLadder101a IsGambler Response WorldC6M2_InSewerLadder101aGambler } Response WorldC6M2_OnTourWalk101aGambler { scene "scenes/Gambler/DLC1_C6M2_HistoricTour06.vcd" then Coach WorldC6M2_OnTourWalk101c foo:0 -0.596 //Shithole? } Rule WorldC6M2_OnTourWalk101aGambler { criteria ConceptWorldC6M2_OnTourWalk101a IsGambler Response WorldC6M2_OnTourWalk101aGambler } Response WorldC6M2_OnTourWalk102aGambler { scene "scenes/Gambler/DLC1_C6M2_HistoricTour07.vcd" then Any WorldC6M2_OnTourWalk102b foo:0 -0.666 //Toldja. } Rule WorldC6M2_OnTourWalk102aGambler { criteria ConceptWorldC6M2_OnTourWalk102a IsGambler Response WorldC6M2_OnTourWalk102aGambler } Response WorldC6M2_Tattoo01b>Gambler { scene "scenes/Gambler/DLC1_C6M2_Tattoo06.vcd" //I'll just write greasy pig. We'll all know who we are talking about. scene "scenes/Gambler/DLC1_C6M2_Tattoo08.vcd" //I'll just write greasy pig, we all...(laughs) scene "scenes/Gambler/DLC1_C6M2_Tattoo09.vcd" //Greasy pig should be close enough, right? scene "scenes/Gambler/DLC1_C6M2_Tattoo10.vcd" //I'll just write greasy pig. We'll all know who we are talking about. } Rule WorldC6M2_Tattoo01b>Gambler { criteria ConceptWorldC6M2_Tattoo01b> IsGambler Response WorldC6M2_Tattoo01b>Gambler } Response WorldC6M2_Tattoo03a>Gambler { scene "scenes/Gambler/DLC1_C6M2_Tattoo11.vcd" //That is never going to happen, Ellis. scene "scenes/Gambler/DLC1_C6M2_Tattoo12.vcd" then Mechanic WorldC6M2_Tattoo03b> foo:0 -1.811 //I'm gonna get a tattoo that says "no". } Rule WorldC6M2_Tattoo03a>Gambler { criteria ConceptWorldC6M2_Tattoo03a> IsGambler Response WorldC6M2_Tattoo03a>Gambler } //-------------------------------------------------------------------------------------------------------------- // C6M3 //-------------------------------------------------------------------------------------------------------------- Response C6M3_BridgeDownGambler { scene "scenes/Gambler/DLC1_C6M3_FinaleBridgeRun02.vcd" //Bridge is down, to the car! scene "scenes/Gambler/DLC1_C6M3_FinaleBridgeRun02.vcd" //Bridge is down, to the car! scene "scenes/Gambler/DLC1_C6M3_FinaleBridgeRun04.vcd" //GET TO THE CAR, GET TO THE CAR! scene "scenes/Gambler/DLC1_C6M3_FinaleBridgeRun04.vcd" //GET TO THE CAR, GET TO THE CAR! scene "scenes/Gambler/WorldC1M4B35.vcd" //Thank YOU, Jimmy Gibbs, Jr. scene "scenes/Gambler/WorldC1M4B36.vcd" //Get to the car! scene "scenes/Gambler/WorldC1M4B37.vcd" //Would you get to the goddamn car? scene "scenes/Gambler/WorldC1M4B39.vcd" //Everyone to the car! scene "scenes/Gambler/WorldC1M4B40.vcd" //I'm not waiting long, get to the car! scene "scenes/Gambler/WorldC1M4B41.vcd" //Time to leave people! scene "scenes/Gambler/WorldC1M4B43.vcd" //Let's go people, let's go! } Rule C6M3_BridgeDownGambler { criteria ConceptC6M3_BridgeDown IsGambler ApplyContext "SaidGetToCar:1:20" applycontexttoworld Response C6M3_BridgeDownGambler } Response C6M3_BridgeGettoCarGambler { scene "scenes/Gambler/DLC1_C6M3_FinaleBridgeRun02.vcd" //Bridge is down, to the car! scene "scenes/Gambler/DLC1_C6M3_FinaleBridgeRun02.vcd" //Bridge is down, to the car! scene "scenes/Gambler/DLC1_C6M3_FinaleBridgeRun04.vcd" //GET TO THE CAR, GET TO THE CAR! scene "scenes/Gambler/DLC1_C6M3_FinaleBridgeRun04.vcd" //GET TO THE CAR, GET TO THE CAR! scene "scenes/Gambler/WorldC1M4B35.vcd" //Thank YOU, Jimmy Gibbs, Jr. scene "scenes/Gambler/WorldC1M4B36.vcd" //Get to the car! scene "scenes/Gambler/WorldC1M4B37.vcd" //Would you get to the goddamn car? scene "scenes/Gambler/WorldC1M4B39.vcd" //Everyone to the car! scene "scenes/Gambler/WorldC1M4B40.vcd" //I'm not waiting long, get to the car! scene "scenes/Gambler/WorldC1M4B41.vcd" //Time to leave people! scene "scenes/Gambler/WorldC1M4B43.vcd" //Let's go people, let's go! } Rule C6M3_BridgeGettoCarGambler { criteria ConceptGetToVehicle IsGambler IsNotSaidGetToCar Isc6m3_port ApplyContext "SaidGetToCar:1:20" applycontexttoworld Response C6M3_BridgeGettoCarGambler } Response C6M3_elevatorGambler { scene "scenes/Gambler/DLC1_C6M3_Elevator02.vcd" predelay ".5" //I guess they'll help. Right? scene "scenes/Gambler/DLC1_C6M3_Elevator03.vcd" predelay ".5" //First we fill up Gibby's car with gas, now a generator, what next? Don't answer, Ellis. scene "scenes/Gambler/DLC1_C6M3_Elevator04.vcd" predelay ".5" //Let's get these cans fast. scene "scenes/Gambler/DLC1_C6M3_Elevator05.vcd" predelay ".5" //Let's not piss around here, alright? Gas up the generator, let's get out of here. } Rule C6M3_elevatorGambler { criteria Conceptc6m3_elevatorCancel IsGambler IsNotSaidC6M3Elevator IsC6M3_port ApplyContext "SaidC6M3Elevator:1:0,Talk:0:0" applycontexttoworld forceweight 1 Response C6M3_elevatorGambler } Response C6M3_elevatorFrancisGambler { scene "scenes/Gambler/DLC1_C6M3_Elevator01.vcd" predelay ".5" //The minute we get down there, I'm shooting that biker. } Rule C6M3_elevatorFrancisGambler { criteria Conceptc6m3_elevatorCancel IsGambler IsNotSaidC6M3Elevator IsC6M3_port IsFrancisIntroActor IsNotVersus FrancisGroup5 ApplyContext "SaidC6M3Elevator:1:0,Talk:0:0" applycontexttoworld forceweight 1 Response C6M3_elevatorFrancisGambler } Response C6M3_GivenItemBikerGambler { scene "scenes/Gambler/DLC1_C6M3_FinaleL4D1Items01.vcd" //Shit, thanks! scene "scenes/Gambler/DLC1_C6M3_FinaleL4D1Items03.vcd" //Sorry if I was rude before. You guys are all right! scene "scenes/Gambler/DLC1_C6M3_FinaleL4D1Items05.vcd" //Thanks, greaseball! scene "scenes/Gambler/DLC1_C6M3_FinaleL4D1Items07.vcd" //Thanks, pal! } Rule C6M3_GivenItemBikerGambler { criteria ConceptPlayerPickup IsGambler IsDonorBiker Isc6m3_portHeavy Response C6M3_GivenItemBikerGambler } Response C6M3_GivenItemTeenGirlGambler { scene "scenes/Gambler/DLC1_C6M3_FinaleL4D1Items02.vcd" //Thanks, we'll make good use of this. scene "scenes/Gambler/DLC1_C6M3_FinaleL4D1Items06.vcd" //Hey thanks, babe! scene "scenes/Gambler/DLC1_C6M3_FinaleL4D1Items08.vcd" //Got it, thank you! } Rule C6M3_GivenItemTeenGirlGambler { criteria ConceptPlayerPickup IsGambler IsDonorTeenGirl Isc6m3_portHeavy Response C6M3_GivenItemTeenGirlGambler } Response C6M3SafeRoomGambler { scene "scenes/Gambler/blank.vcd" then any C6M3SafeRoom2 foo:0 3 // } Rule C6M3SafeRoomGambler { criteria ConceptTalkIdle Joined3 IsGambler isC6m3_port IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC6M3SafeRoom IsNotSpeakingWeight0 ApplyContext "SaidC6M3SafeRoom:1:0" applycontexttoworld Response C6M3SafeRoomGambler } Response DLC1_C6M3_SafeRoomConvo02Gambler { scene "scenes/Gambler/DLC1_C6M3_SafeRoomConvo01.vcd" then Producer DLC1_C6M3_SafeRoomConvo02a1 foo:0 -2.706 //I don't trust that biker. He better still be here. } Rule DLC1_C6M3_SafeRoomConvo02Gambler { criteria ConceptC6M3SafeRoom2 IsGambler IsNotSaidC6M3SafeRoom2 IsFrancisIntroActor FrancisGroup5 IsInStartArea ApplyContext "SaidC6M3SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M3_SafeRoomConvo02Gambler } Response DLC1_C6M3_SafeRoomConvo02bGambler { scene "scenes/Gambler/DLC1_C6M3_SafeRoomConvo04.vcd" then Producer DLC1_C6M3_SafeRoomConvo02c foo:0 -1.357 //You know him that well? } Rule DLC1_C6M3_SafeRoomConvo02bGambler { criteria ConceptDLC1_C6M3_SafeRoomConvo02b IsGambler Response DLC1_C6M3_SafeRoomConvo02bGambler } Response DLC1_C6M3_SafeRoomConvo02dGambler { scene "scenes/Gambler/DLC1_C6M3_SafeRoomConvo03.vcd" then Any DLC1_C6M3_SafeRoomConvo02e foo:0 -3.014 //You got a good feeling about every scumbag that lives on a bridge. } Rule DLC1_C6M3_SafeRoomConvo02dGambler { criteria ConceptDLC1_C6M3_SafeRoomConvo02d IsGambler IsInStartArea Response DLC1_C6M3_SafeRoomConvo02dGambler } Response DLC1_C6M3_SafeRoomConvo03bGambler { scene "scenes/Gambler/DLC1_C6M3_SafeRoomConvo05.vcd" then Mechanic DLC1_C6M3_SafeRoomConvo03c foo:0 -1.836 //Like you've been crawling through a sewer. } Rule DLC1_C6M3_SafeRoomConvo03bGambler { criteria ConceptDLC1_C6M3_SafeRoomConvo03b IsGambler IsInStartArea Response DLC1_C6M3_SafeRoomConvo03bGambler } Response DLC1_C6M3_SafeRoomConvo03dGambler { scene "scenes/Gambler/DLC1_C6M3_SafeRoomConvo06.vcd" //I'm not even going to look. scene "scenes/Gambler/DLC1_C6M3_SafeRoomConvo07.vcd" //I'm not even going to look, Ellis. } Rule DLC1_C6M3_SafeRoomConvo03dGambler { criteria ConceptDLC1_C6M3_SafeRoomConvo03d IsGambler IsInStartArea Response DLC1_C6M3_SafeRoomConvo03dGambler } Response DLC1_C6M3_SafeRoomConvo04cGambler { scene "scenes/Gambler/DLC1_C6M3_SafeRoomConvo09.vcd" then Any DLC1_C6M3_SafeRoomConvo04d foo:0 -5.593 //Don't listen to her. You got five minutes to get this done, Ellis. It is do or die time, buddy. } Rule DLC1_C6M3_SafeRoomConvo04cGambler { criteria ConceptDLC1_C6M3_SafeRoomConvo04c IsGambler IsInStartArea Response DLC1_C6M3_SafeRoomConvo04cGambler } Response DLC1_C6M3_SafeRoomConvo05Gambler { scene "scenes/Gambler/DLC1_C6M3_SafeRoomConvo08.vcd" then Mechanic DLC1_C6M3_SafeRoomConvo05a foo:0 -2.866 //So we're about to see that girl again, what's her name? Zoey? } Rule DLC1_C6M3_SafeRoomConvo05Gambler { criteria ConceptC6M3SafeRoom2 IsGambler IsNotSaidC6M3SafeRoom2 IsZoeyIntroActor ZoeyGroup1 IsInStartArea ApplyContext "SaidC6M3SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M3_SafeRoomConvo05Gambler } Response DLC1_C6M3_SafeRoomConvo05bGambler { scene "scenes/Gambler/DLC1_C6M3_SafeRoomConvo11.vcd" then Producer DLC1_C6M3_SafeRoomConvo05c foo:0 -6.224 //What are you nervous about? You had your chance, you didn't do shit. Now you can watch Nick take care of business. } Rule DLC1_C6M3_SafeRoomConvo05bGambler { criteria ConceptDLC1_C6M3_SafeRoomConvo05b IsGambler IsInStartArea Response DLC1_C6M3_SafeRoomConvo05bGambler } Response DLC1_C6M3_SafeRoomConvo05dGambler { scene "scenes/Gambler/DLC1_C6M3_SafeRoomConvo12.vcd" //What? I'm a handsome man. scene "scenes/Gambler/DLC1_C6M3_SafeRoomConvo13.vcd" //What? I'm a closer. scene "scenes/Gambler/DLC1_C6M3_SafeRoomConvo14.vcd" //What? I'm a handsome man, what can I tell ya? scene "scenes/Gambler/DLC1_C6M3_SafeRoomConvo15.vcd" //A-B-C. A;ways be closing. } Rule DLC1_C6M3_SafeRoomConvo05dGambler { criteria ConceptDLC1_C6M3_SafeRoomConvo05d IsGambler IsInStartArea Response DLC1_C6M3_SafeRoomConvo05dGambler } Response IncapBounceGambler { scene "scenes/Gambler/blank.vcd" then Biker InCapBounce2 foo:0 0 // } Rule IncapBounceGambler { criteria ConceptSurvivorIncapacitated IsGambler IsNotSaidInCapBounce isC6m3_port ApplyContext "SaidInCapBounce:1:0" applycontexttoworld Response IncapBounceGambler } //-------------------------------------------------------------------------------------------------------------- // Finale Speech //-------------------------------------------------------------------------------------------------------------- Response C6M3_CansDoneGambler { scene "scenes/Gambler/DLC1_C6M3_FinaleBridgeRun01.vcd" then any EmphaticArriveRun foo:0 -1.156 //Everyone to the car! scene "scenes/Gambler/DLC1_C6M3_FinaleBridgeRun03.vcd" then any EmphaticArriveRun foo:0 -1.285 //Thanks! We gotta run! } Rule C6M3_CansDoneGambler { criteria Conceptc6m3escapeready IsGambler IsC6M3_Port IsNotSaidc6m3escapeready ApplyContext "Saidc6m3escapeready:1:0,Talk:1:5" applycontexttoworld Response C6M3_CansDoneGambler } //-------------------------------------------------------------------------------------------------------------- // Monster Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpottedFallenGambler { norepeat scene "scenes/Gambler/DLC1_FallenSurvior01.vcd" //Kill that zombie, he's got something! scene "scenes/Gambler/DLC1_FallenSurvior02.vcd" //That zombie's got something! Kill it! scene "scenes/Gambler/DLC1_FallenSurvior03.vcd" //Get that zombie! He's got something! scene "scenes/Gambler/DLC1_FallenSurvior05.vcd" //What's that zombie got? scene "scenes/Gambler/DLC1_FallenSurvior06.vcd" //I think that zombie's got something! scene "scenes/Gambler/DLC1_FallenSurvior07.vcd" //That zombie's got something! scene "scenes/Gambler/SeeFallen02.vcd" //Is that a survivor? } Rule SurvivorSpottedFallenGambler { criteria ConceptPlayerWarnSpecial IsSpecialTypeFallen IsNotCoughing IsGambler IsTalk IsTalkGambler IsWorldTalkGambler IsNotSaidFallenWarn IsNotSpeakingWeight0 ApplyContext "SaidFallenWarn:1:20" applycontexttoworld Response SurvivorSpottedFallenGambler } //-------------------------------------------------------------------------------------------------------------- // Player File //-------------------------------------------------------------------------------------------------------------- Response PlayerWitchChasingC6M1Gambler { scene "scenes/Gambler/DLC1_C6M1_WeddingWitchChasing01.vcd" //Here comes the bride! } Rule PlayerWitchChasingC6M1Gambler { criteria ConceptPlayerExertionMinor IsGambler IsWitchPresent SubjectIsNotWitch IsNotSaidGamblerWitchChasing IsSaidGamblerWitchAttacking isc6m1_riverbank ApplyContext "SaidGamblerWitchChasing:1:15,TalkGambler:1:2" forceweight 20 Response PlayerWitchChasingC6M1Gambler } //-------------------------------------------------------------------------------------------------------------- // Remarkable Vocalize //-------------------------------------------------------------------------------------------------------------- Response PlayerRemarkremark_MidnightRidersBusGambler { scene "scenes/Gambler/DLC1_C6M2_MidnightRiders01.vcd" //Did you guys see that? scene "scenes/Gambler/DLC1_C6M2_MidnightRiders02.vcd" //Did you guys see that? scene "scenes/Gambler/DLC1_C6M2_MidnightRiders03.vcd" //What in the hell was that? scene "scenes/Gambler/DLC1_C6M2_MidnightRiders04.vcd" //I must be dreaming. } Rule PlayerRemarkremark_MidnightRidersBusGambler { criteria ConceptRemark IsGambler Isremark_MidnightRidersBus IsNotSaidremark_MidnightRidersBus IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear1500 IsNotSpeakingWeight0 ApplyContext "Saidremark_MidnightRidersBus:1:0" applycontexttoworld Response PlayerRemarkremark_MidnightRidersBusGambler } Response PlayerRemarkWorldC6M1_AcrossHereGambler { scene "scenes/Gambler/DLC1_C6M1_BackAlley07.vcd" //Across the walk-way. } Rule PlayerRemarkWorldC6M1_AcrossHereGambler { criteria ConceptRemark IsGambler IsWorldC6M1_AcrossHere IsNotSaidWorldC6M1_AcrossHere IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_AcrossHere:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_AcrossHereGambler } Response PlayerRemarkWorldC6M1_AlleyBelowGambler { scene "scenes/Gambler/DLC1_C6M1_BackAlley01.vcd" //We've got to get up across these walk-ways. scene "scenes/Gambler/DLC1_C6M1_BackAlley02.vcd" //We've got to get into this building. scene "scenes/Gambler/DLC1_C6M1_BackAlley03.vcd" //We need to get up there. scene "scenes/Gambler/DLC1_C6M1_BackAlley04.vcd" //Down this alley. scene "scenes/Gambler/DLC1_C6M1_BackAlley05.vcd" //Down here. scene "scenes/Gambler/DLC1_C6M1_BackAlley16.vcd" //Down this alley. } Rule PlayerRemarkWorldC6M1_AlleyBelowGambler { criteria ConceptRemark IsGambler IsWorldC6M1_AlleyBelow IsNotSaidWorldC6M1_AlleyBelow IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_AlleyBelow:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_AlleyBelowGambler } Response PlayerRemarkWorldC6M1_AlleyIntoBuildingGambler { scene "scenes/Gambler/DLC1_C6M1_BackAlley06.vcd" //Into the apartments. } Rule PlayerRemarkWorldC6M1_AlleyIntoBuildingGambler { criteria ConceptRemark IsGambler IsWorldC6M1_AlleyIntoBuilding IsNotSaidWorldC6M1_AlleyIntoBuilding IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_AlleyIntoBuilding:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_AlleyIntoBuildingGambler } Response PlayerRemarkWorldC6M1_InAptsGambler { scene "scenes/Gambler/DLC1_C6M1_BackAlley10.vcd" //Into here. scene "scenes/Gambler/DLC1_C6M1_BackAlley11.vcd" //In here. scene "scenes/Gambler/DLC1_C6M1_BackAlley13.vcd" //Over here. scene "scenes/Gambler/DLC1_C6M1_BackAlley14.vcd" //Let's search these rooms for supplies. } Rule PlayerRemarkWorldC6M1_InAptsGambler { criteria ConceptRemark IsGambler IsWorldC6M1_InApts IsNotSaidWorldC6M1_InApts IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_InApts:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_InAptsGambler } Response PlayerRemarkWorldC6M1_IntotheparkGambler { scene "scenes/Gambler/DLC1_C6M1_IntoPark01.vcd" //Let's go through this park. scene "scenes/Gambler/DLC1_C6M1_IntoPark02.vcd" //Through this park. } Rule PlayerRemarkWorldC6M1_IntotheparkGambler { criteria ConceptRemark IsGambler IsWorldC6M1_Intothepark IsNotSaidWorldC6M1_Intothepark IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_Intothepark:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_IntotheparkGambler } Response PlayerRemarkWorldC6M1_IntoThePark2Gambler { scene "scenes/Gambler/DLC1_C6M1_IntoPark01.vcd" //Let's go through this park. } Rule PlayerRemarkWorldC6M1_IntoThePark2Gambler { criteria ConceptRemark IsGambler IsWorldC6M1_IntoThePark2 IsNotSaidWorldC6M1_IntoThePark2 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_IntoThePark2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_IntoThePark2Gambler } Response PlayerRemarkWorldC6M1_IntoTheStoreGambler { scene "scenes/Gambler/DLC1_C6M1_IntoStore01.vcd" //Through this store. scene "scenes/Gambler/DLC1_C6M1_IntoStore02.vcd" //Let's go through this store. scene "scenes/Gambler/DLC1_C6M1_IntoStore03.vcd" //We can get around through this store. scene "scenes/Gambler/DLC1_C6M1_IntoStore04.vcd" //Guns in this store! } Rule PlayerRemarkWorldC6M1_IntoTheStoreGambler { criteria ConceptRemark IsGambler IsWorldC6M1_IntoTheStore IsNotSaidWorldC6M1_IntoTheStore IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_IntoTheStore:1:0,JustSaidWorldC6M1_IntoTheStore:1:30" applycontexttoworld Response PlayerRemarkWorldC6M1_IntoTheStoreGambler } Response PlayerRemarkWorldC6M1_SafeRoomAlleyGambler { scene "scenes/Gambler/DLC1_C6M1_BackAlley17.vcd" //Behind this bus. scene "scenes/Gambler/DLC1_C6M1_SafeRoomAhead01.vcd" //Safe house in this building! scene "scenes/Gambler/DLC1_C6M1_SafeRoomAhead02.vcd" //Safe house back here! } Rule PlayerRemarkWorldC6M1_SafeRoomAlleyGambler { criteria ConceptRemark IsGambler IsWorldC6M1_SafeRoomAlley IsNotSaidWorldC6M1_SafeRoomAlley IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear600 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_SafeRoomAlley:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_SafeRoomAlleyGambler } Response PlayerRemarkWorldC6M1_ThroughBarGambler { scene "scenes/Gambler/WorldMisc02.vcd" //Through here. scene "scenes/Gambler/WorldMisc08.vcd" //Through here. } Rule PlayerRemarkWorldC6M1_ThroughBarGambler { criteria ConceptRemark IsGambler IsWorldC6M1_ThroughBar IsNotSaidWorldC6M1_ThroughBar IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_ThroughBar:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_ThroughBarGambler } Response PlayerRemarkWorldC6M1_UpHereGambler { scene "scenes/Gambler/DLC1_C6M1_BackAlley08.vcd" //Back this way. scene "scenes/Gambler/DLC1_C6M1_BackAlley09.vcd" //Back this way. scene "scenes/Gambler/DLC1_C6M1_BackAlley15.vcd" //Guess we go this way. scene "scenes/Gambler/WorldMisc01.vcd" //Up here. } Rule PlayerRemarkWorldC6M1_UpHereGambler { criteria ConceptRemark IsGambler IsWorldC6M1_UpHere IsNotSaidWorldC6M1_UpHere IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_UpHere:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_UpHereGambler } Response PlayerRemarkWorldC6M1_UpTheStairsGambler { scene "scenes/Gambler/DLC1_C6M2_UpStairs01.vcd" //Up these stairs. scene "scenes/Gambler/WorldC2M115.vcd" //Let's try upstairs. } Rule PlayerRemarkWorldC6M1_UpTheStairsGambler { criteria ConceptRemark IsGambler IsWorldC6M1_UpTheStairs IsNotSaidWorldC6M1_UpTheStairs IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_UpTheStairs:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_UpTheStairsGambler } Response PlayerRemarkWorldC6M1_UpTheStairs2Gambler { scene "scenes/Gambler/DLC1_C6M2_UpStairs02.vcd" //Up the stairs! scene "scenes/Gambler/WorldC2M116.vcd" //We have to get up stairs. } Rule PlayerRemarkWorldC6M1_UpTheStairs2Gambler { criteria ConceptRemark IsGambler IsWorldC6M1_UpTheStairs2 IsNotSaidWorldC6M1_UpTheStairs2 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_UpTheStairs2:1:0,Talk:1:1.596" applycontexttoworld Response PlayerRemarkWorldC6M1_UpTheStairs2Gambler } Response PlayerRemarkWorldC6M1_WeddingWarnGambler { scene "scenes/Gambler/DLC1_C6M1_Wedding01.vcd" //Guess we're crashing this wedding. scene "scenes/Gambler/DLC1_C6M1_Wedding02.vcd" //Oh shit a wedding. scene "scenes/Gambler/DLC1_C6M1_Wedding03.vcd" //Oh Christ, this is more depressing than the zombies. scene "scenes/Gambler/DLC1_C6M1_Wedding04.vcd" //I hate going to weddings. scene "scenes/Gambler/DLC1_C6M1_Wedding05.vcd" //Think we are a little late for the wedding. scene "scenes/Gambler/DLC1_C6M1_WeddingWitch01.vcd" then Coach WorldC6M1_WeddingWarn04a foo:0 -3.613 //Careful! I've seen a bride just like this before. scene "scenes/Gambler/DLC1_C6M1_WeddingWitch04.vcd" //That dress. The crying. This is bringing back some bad memories. scene "scenes/Gambler/DLC1_C6M1_WeddingWitch06.vcd" //This is bringing back some bad memories. } Rule PlayerRemarkWorldC6M1_WeddingWarnGambler { criteria ConceptRemark IsGambler IsWorldC6M1_WeddingWarn IsNotSaidWorldC6M1_WeddingWarn IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_WeddingWarn:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_WeddingWarnGambler } Response PlayerRemarkWorldC6M1_WeddingWarn1Gambler { scene "scenes/Gambler/DLC1_C6M1_Wedding01.vcd" //Guess we're crashing this wedding. scene "scenes/Gambler/DLC1_C6M1_Wedding02.vcd" //Oh shit a wedding. scene "scenes/Gambler/DLC1_C6M1_Wedding03.vcd" //Oh Christ, this is more depressing than the zombies. scene "scenes/Gambler/DLC1_C6M1_Wedding04.vcd" //I hate going to weddings. scene "scenes/Gambler/DLC1_C6M1_Wedding05.vcd" //Think we are a little late for the wedding. scene "scenes/Gambler/DLC1_C6M1_WeddingWitch01.vcd" then Coach WorldC6M1_WeddingWarn04a foo:0 -3.613 //Careful! I've seen a bride just like this before. scene "scenes/Gambler/DLC1_C6M1_WeddingWitch04.vcd" //That dress. The crying. This is bringing back some bad memories. scene "scenes/Gambler/DLC1_C6M1_WeddingWitch06.vcd" //This is bringing back some bad memories. } Rule PlayerRemarkWorldC6M1_WeddingWarn1Gambler { criteria ConceptRemark IsGambler IsWorldC6M1_WeddingWarn1 IsNotSaidWorldC6M1_WeddingWarn IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_WeddingWarn:1:0,AtWedding:1:60" applycontexttoworld Response PlayerRemarkWorldC6M1_WeddingWarn1Gambler } Response PlayerRemarkWorldC6M1_WeddingWarn2Gambler { scene "scenes/Gambler/DLC1_C6M1_Wedding01.vcd" //Guess we're crashing this wedding. scene "scenes/Gambler/DLC1_C6M1_Wedding02.vcd" //Oh shit a wedding. scene "scenes/Gambler/DLC1_C6M1_Wedding03.vcd" //Oh Christ, this is more depressing than the zombies. scene "scenes/Gambler/DLC1_C6M1_Wedding04.vcd" //I hate going to weddings. scene "scenes/Gambler/DLC1_C6M1_Wedding05.vcd" //Think we are a little late for the wedding. scene "scenes/Gambler/DLC1_C6M1_WeddingWitch01.vcd" then Coach WorldC6M1_WeddingWarn04a foo:0 -3.613 //Careful! I've seen a bride just like this before. scene "scenes/Gambler/DLC1_C6M1_WeddingWitch04.vcd" //That dress. The crying. This is bringing back some bad memories. scene "scenes/Gambler/DLC1_C6M1_WeddingWitch06.vcd" //This is bringing back some bad memories. } Rule PlayerRemarkWorldC6M1_WeddingWarn2Gambler { criteria ConceptRemark IsGambler IsWorldC6M1_WeddingWarn2 IsNotSaidWorldC6M1_WeddingWarn IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_WeddingWarn:1:0,AtWedding:1:60" applycontexttoworld Response PlayerRemarkWorldC6M1_WeddingWarn2Gambler } Response PlayerRemarkWorldC6M1_WeddingWarn3Gambler { scene "scenes/Gambler/DLC1_C6M1_Wedding01.vcd" //Guess we're crashing this wedding. scene "scenes/Gambler/DLC1_C6M1_Wedding02.vcd" //Oh shit a wedding. scene "scenes/Gambler/DLC1_C6M1_Wedding03.vcd" //Oh Christ, this is more depressing than the zombies. scene "scenes/Gambler/DLC1_C6M1_Wedding04.vcd" //I hate going to weddings. scene "scenes/Gambler/DLC1_C6M1_Wedding05.vcd" //Think we are a little late for the wedding. scene "scenes/Gambler/DLC1_C6M1_WeddingWitch01.vcd" then Coach WorldC6M1_WeddingWarn04a foo:0 -3.613 //Careful! I've seen a bride just like this before. scene "scenes/Gambler/DLC1_C6M1_WeddingWitch04.vcd" //That dress. The crying. This is bringing back some bad memories. scene "scenes/Gambler/DLC1_C6M1_WeddingWitch06.vcd" //This is bringing back some bad memories. } Rule PlayerRemarkWorldC6M1_WeddingWarn3Gambler { criteria ConceptRemark IsGambler IsWorldC6M1_WeddingWarn3 IsNotSaidWorldC6M1_WeddingWarn IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_WeddingWarn:1:0,AtWedding:1:60" applycontexttoworld Response PlayerRemarkWorldC6M1_WeddingWarn3Gambler } Response PlayerRemarkWorldC6M1_WeddingWarnAngelGambler { scene "scenes/Gambler/DLC1_C6M1_WeddingWitch09.vcd" then Any WorldC6M1_WeddingWarn03a foo:0 -2.394 //(whispered in Ellis accent) Ellis look, it's another angel. } Rule PlayerRemarkWorldC6M1_WeddingWarnAngelGambler { criteria ConceptRemark IsGambler IsWorldC6M1_WeddingWarn IsNotSaidWorldC6M1_WeddingWarn IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsMechanicNear800Weight0 IsZoeyIntroActor ZoeyGroup2 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_WeddingWarn:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_WeddingWarnAngelGambler } Response PlayerRemarkWorldC6M1_WeddingWarnEllisGambler { scene "scenes/Gambler/DLC1_C6M1_WeddingWitch05.vcd" then Any WorldC6M1_WeddingWarn03a foo:0 -3.257 //Ellis, maybe you should grab that dress for your new girlfriend. scene "scenes/Gambler/DLC1_C6M1_WeddingWitch08.vcd" then Any WorldC6M1_WeddingWarn03a foo:0 -3.919 //Ellis, go give the bride a kiss it'll be good luck. Trust me. } Rule PlayerRemarkWorldC6M1_WeddingWarnEllisGambler { criteria ConceptRemark IsGambler IsWorldC6M1_WeddingWarn IsNotSaidWorldC6M1_WeddingWarn IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsMechanicNear800Weight0 IsZoeyIntroActor ZoeyGroup1 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_WeddingWarn:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_WeddingWarnEllisGambler } Response PlayerRemarkWorldC6M2_AcrossPlankGambler { scene "scenes/Gambler/DLC1_C6M2_OverPlank01.vcd" //Over this plank. scene "scenes/Gambler/DLC1_C6M2_OverPlank02.vcd" //Watch out for smokers. scene "scenes/Gambler/DLC1_C6M2_OverPlank03.vcd" //Watch out for chargers. scene "scenes/Gambler/DLC1_C6M2_OverPlank04.vcd" //Okay, let's cross this plank quick. scene "scenes/Gambler/DLC1_C6M2_OverPlank05.vcd" //Don't look down. scene "scenes/Gambler/DLC1_C6M2_OverPlank06.vcd" //Watch yourself on this thing. scene "scenes/Gambler/DLC1_C6M2_OverPlank07.vcd" //Watch out for chargers. scene "scenes/Gambler/DLC1_C6M2_OverPlank08.vcd" //Cross quick before a smoker grabs you. } Rule PlayerRemarkWorldC6M2_AcrossPlankGambler { criteria ConceptRemark IsGambler IsWorldC6M2_AcrossPlank IsNotSaidWorldC6M2_AcrossPlank IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear250 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_AcrossPlank:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_AcrossPlankGambler } Response PlayerRemarkWorldC6M2_AfterGate1Gambler { scene "scenes/Gambler/DLC1_C6M2_Phase2InWater20.vcd" //Keep moving! scene "scenes/Gambler/DLC1_C6M2_Phase2InWater21.vcd" //Don't stop in the sewer! scene "scenes/Gambler/DLC1_C6M2_Phase2InWater23.vcd" //We gotta keep moving, people. } Rule PlayerRemarkWorldC6M2_AfterGate1Gambler { criteria ConceptRemark IsGambler IsWorldC6M2_AfterGate1 IsNotSaidWorldC6M2_AfterGate1 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear500 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_AfterGate1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_AfterGate1Gambler } Response PlayerRemarkWorldC6M2_AfterGate2Gambler { scene "scenes/Gambler/DLC1_C6M2_InWaterFindLadder01.vcd" //Ehhh. scene "scenes/Gambler/DLC1_C6M2_InWaterFindLadder02.vcd" //Ahhh. scene "scenes/Gambler/DLC1_C6M2_InWaterFindLadder03.vcd" //Ahhh. scene "scenes/Gambler/DLC1_C6M2_InWaterFindLadder04.vcd" //Ehhh. scene "scenes/Gambler/DLC1_C6M2_InWaterFindLadder09.vcd" //I am walking through a toilet. Thank you, Jimmy Gibbs. scene "scenes/Gambler/DLC1_C6M2_InWaterFindLadder11.vcd" //[to self] "Hey, Nick, what's new?" "Oh, not much. I couldn't drive Jimmy Gibby's stock car over a bridge, so I'm crawling through a shit-filled sewer so I can lower it. You?" scene "scenes/Gambler/DLC1_C6M2_InWaterFindLadder14.vcd" //Gotta get up on the cat walks. scene "scenes/Gambler/DLC1_C6M2_InWaterFindLadder15.vcd" //We need to find a ladder. scene "scenes/Gambler/DLC1_C6M2_InWaterFindLadder16.vcd" //Gotta get back up on the cat walk. } Rule PlayerRemarkWorldC6M2_AfterGate2Gambler { criteria ConceptRemark IsGambler IsWorldC6M2_AfterGate2 IsNotSaidWorldC6M2_AfterGate2 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear500 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_AfterGate2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_AfterGate2Gambler } Response PlayerRemarkWorldC6M2_DownHereGambler { scene "scenes/Gambler/DLC1_C6M1_BackAlley05.vcd" //Down here. scene "scenes/Gambler/MiscDirectional05.vcd" //Down here! scene "scenes/Gambler/WorldC2M320.vcd" //Down here. scene "scenes/Gambler/WorldC2M321.vcd" //Down here. scene "scenes/Gambler/WorldMisc06.vcd" //Down here. } Rule PlayerRemarkWorldC6M2_DownHereGambler { criteria ConceptRemark IsGambler IsWorldC6M2_DownHere IsNotSaidWorldC6M2_DownHere IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_DownHere:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_DownHereGambler } Response PlayerRemarkWorldC6M2_DownIntoBuildingGambler { scene "scenes/Gambler/DLC1_C6M2_UpThroughBuilding01.vcd" //Through this building. scene "scenes/Gambler/DLC1_C6M2_UpThroughBuilding02.vcd" //In here. scene "scenes/Gambler/DLC1_C6M2_UpThroughBuilding03.vcd" //Down these stairs. scene "scenes/Gambler/DLC1_C6M2_UpThroughBuilding04.vcd" //Get in there. } Rule PlayerRemarkWorldC6M2_DownIntoBuildingGambler { criteria ConceptRemark IsGambler IsWorldC6M2_DownIntoBuilding IsNotSaidWorldC6M2_DownIntoBuilding IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_DownIntoBuilding:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_DownIntoBuildingGambler } Response PlayerRemarkWorldC6M2_FinalLadderGambler { scene "scenes/Gambler/DLC1_C6M2_UpLadder01.vcd" //Ladder! scene "scenes/Gambler/DLC1_C6M2_UpLadder02.vcd" //Up the ladder! } Rule PlayerRemarkWorldC6M2_FinalLadderGambler { criteria ConceptRemark IsGambler IsWorldC6M2_FinalLadder IsNotSaidWorldC6M2_FinalLadder IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_FinalLadder:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_FinalLadderGambler } Response PlayerRemarkWorldC6M2_FinalWaterGambler { scene "scenes/Gambler/DLC1_C6M2_FinalWater01.vcd" //Back in the water. } Rule PlayerRemarkWorldC6M2_FinalWaterGambler { criteria ConceptRemark IsGambler IsWorldC6M2_FinalWater IsNotSaidWorldC6M2_FinalWater IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_FinalWater:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_FinalWaterGambler } Response PlayerRemarkWorldC6M2_FinalWaterGoGoGambler { scene "scenes/Gambler/DLC1_C6M2_Phase2InWater20.vcd" //Keep moving! scene "scenes/Gambler/WorldC2M471.vcd" //Keep moving! } Rule PlayerRemarkWorldC6M2_FinalWaterGoGoGambler { criteria ConceptRemark IsGambler IsWorldC6M2_FinalWaterGoGo IsNotSaidWorldC6M2_FinalWaterGoGo IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_FinalWaterGoGo:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_FinalWaterGoGoGambler } Response PlayerRemarkWorldC6M2_InJazzClubGambler { scene "scenes/Gambler/DLC1_C6M2_JazzClub01.vcd" //Into the Jazz Club. scene "scenes/Gambler/DLC1_C6M2_JazzClub02.vcd" //Looks like the tour is in the Jazz Club. scene "scenes/Gambler/DLC1_C6M2_JazzClub03.vcd" //The tunnel's in the Club. scene "scenes/Gambler/DLC1_C6M2_JazzClub04.vcd" //The tour's through this Jazz Club. } Rule PlayerRemarkWorldC6M2_InJazzClubGambler { criteria ConceptRemark IsGambler IsWorldC6M2_InJazzClub IsNotSaidWorldC6M2_InJazzClub IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear1000 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_InJazzClub:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_InJazzClubGambler } Response PlayerRemarkWorldC6M2_InSewer1Gambler { scene "scenes/Gambler/DLC1_C6M2_Phase2InWater02.vcd" then Any WorldC6M2_InSewer101a foo:0 -3.475 //(to self) It's just a storm sewer, it is just a STORM sewer… scene "scenes/Gambler/DLC1_C6M2_Phase2InWater03.vcd" then Coach WorldC6M2_InSewer102a foo:0 -2.951 //A sewer filled with bodies. [Sarcastic] This is sanitary. scene "scenes/Gambler/DLC1_C6M2_Phase2InWater05.vcd" //Here's a pleasant thought: Any one of us gets pounced, we are going to be fully submerged in shit water. scene "scenes/Gambler/DLC1_C6M2_Phase2InWater06.vcd" //Seriously, is nobody else freaked out right now? We are walking through a SEWER. scene "scenes/Gambler/DLC1_C6M2_Phase2InWater07.vcd" then Coach WorldC6M2_InSewer102a foo:0 -3.379 //A sewer filled with bodies. [Sarcastic] This is sanitary. scene "scenes/Gambler/DLC1_C6M2_Phase2InWater22.vcd" //Oh, this is some gross shit. } Rule PlayerRemarkWorldC6M2_InSewer1Gambler { criteria ConceptRemark IsGambler IsWorldC6M2_InSewer1 IsNotSaidWorldC6M2_InSewer1 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_InSewer1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_InSewer1Gambler } Response PlayerRemarkWorldC6M2_InSewer2Gambler { scene "scenes/Gambler/DLC1_C6M2_Phase2InWater04.vcd" //I am breathing shit air into my lungs, it is being absorbed into my bloodstream. I am literally full of shit. scene "scenes/Gambler/DLC1_C6M2_Phase2InWater09.vcd" //Seriously, look, I will pay any one of you a thousand dollars right now to give me a piggyback ride. } Rule PlayerRemarkWorldC6M2_InSewer2Gambler { criteria ConceptRemark IsGambler IsWorldC6M2_InSewer2 IsNotSaidWorldC6M2_InSewer2 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsSaidWorldC6M2_InSewer1 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_InSewer2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_InSewer2Gambler } Response PlayerRemarkWorldC6M2_InSewerLadder1Gambler { scene "scenes/Gambler/DLC1_C6M2_UpLadder102.vcd" //Everyone out of the pool. } Rule PlayerRemarkWorldC6M2_InSewerLadder1Gambler { criteria ConceptRemark IsGambler IsWorldC6M2_InSewerLadder1 IsNotSaidWorldC6M2_InSewerLadder1 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_InSewerLadder1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_InSewerLadder1Gambler } Response PlayerRemarkWorldC6M2_IntoConstructionGambler { scene "scenes/Gambler/DLC1_C6M2_ConstructionSite01.vcd" //Drop down here. scene "scenes/Gambler/DLC1_C6M2_ConstructionSite02.vcd" //Into the construction site. } Rule PlayerRemarkWorldC6M2_IntoConstructionGambler { criteria ConceptRemark IsGambler IsWorldC6M2_IntoConstruction IsNotSaidWorldC6M2_IntoConstruction IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_IntoConstruction:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_IntoConstructionGambler } Response PlayerRemarkWorldC6M2_IntoPoolHallGambler { scene "scenes/Gambler/DLC1_C6M2_IntoPoolHall01.vcd" //Get into the pool hall! scene "scenes/Gambler/DLC1_C6M2_IntoPoolHall02.vcd" //Jump in through the window. scene "scenes/Gambler/DLC1_C6M2_IntoPoolHall03.vcd" //Go in the window. } Rule PlayerRemarkWorldC6M2_IntoPoolHallGambler { criteria ConceptRemark IsGambler IsWorldC6M2_IntoPoolHall IsNotSaidWorldC6M2_IntoPoolHall IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_IntoPoolHall:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_IntoPoolHallGambler } Response PlayerRemarkWorldC6M2_JukeBoxGambler { scene "scenes/Gambler/DLC1_C6M2_IntoPoolHall04.vcd" //Hit the jukebox. scene "scenes/Gambler/DLC1_C6M2_StartingJukeBox01.vcd" //Let's hear some music. } Rule PlayerRemarkWorldC6M2_JukeBoxGambler { criteria ConceptRemark IsGambler IsWorldC6M2_JukeBox IsNotSaidWorldC6M2_JukeBox IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear150 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_JukeBox:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_JukeBoxGambler } Response PlayerRemarkWorldC6M2_JumpDownGambler { scene "scenes/Gambler/DLC1_C6M2_Phase2JumpInWater01.vcd" //Let's do this together. scene "scenes/Gambler/DLC1_C6M2_Phase2JumpInWater02.vcd" //Who wants to jump first? } Rule PlayerRemarkWorldC6M2_JumpDownGambler { criteria ConceptRemark IsGambler IsWorldC6M2_JumpDown IsNotSaidWorldC6M2_JumpDown IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_JumpDown:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_JumpDownGambler } Response PlayerRemarkWorldC6M2_OnTourWalk1Gambler { scene "scenes/Gambler/DLC1_C6M2_HistoricTour01.vcd" //Stay on the walkway. scene "scenes/Gambler/DLC1_C6M2_HistoricTour02.vcd" //Follow the walkway. scene "scenes/Gambler/DLC1_C6M2_HistoricTour03.vcd" //Jesus, this place sucks. scene "scenes/Gambler/DLC1_C6M2_HistoricTour08.vcd" then Coach WorldC6M2_OnTourWalk103a foo:0 -4.828 //[sarcastic] Yeah. Tunnels. You're right, Coach, you're so right. History is coming alive. } Rule PlayerRemarkWorldC6M2_OnTourWalk1Gambler { criteria ConceptRemark IsGambler IsWorldC6M2_OnTourWalk1 IsNotSaidWorldC6M2_OnTourWalk1 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_OnTourWalk1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_OnTourWalk1Gambler } Response PlayerRemarkWorldC6M2_OnTourWalk2Gambler { scene "scenes/Gambler/DLC1_C6M2_HistoricTour09.vcd" //So... it's an antique basement, then. Fanntastic. scene "scenes/Gambler/DLC1_C6M2_HistoricTour10.vcd" //Why is everything "historic" always so goddamn filthy? } Rule PlayerRemarkWorldC6M2_OnTourWalk2Gambler { criteria ConceptRemark IsGambler IsWorldC6M2_OnTourWalk2 IsNotSaidWorldC6M2_OnTourWalk2 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_OnTourWalk2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_OnTourWalk2Gambler } Response PlayerRemarkWorldC6M2_OnTourWalk3Gambler { scene "scenes/Gambler/DLC1_C6M2_HistoricTour04.vcd" //From one con man to another: five bucks for this? I tip my hat to you, Rayford. scene "scenes/Gambler/DLC1_C6M2_HistoricTour05.vcd" //Five goddamn dollars for an under-the-river tour? Well played, Rayford. Well played. } Rule PlayerRemarkWorldC6M2_OnTourWalk3Gambler { criteria ConceptRemark IsGambler IsWorldC6M2_OnTourWalk3 IsNotSaidWorldC6M2_OnTourWalk3 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_OnTourWalk3:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_OnTourWalk3Gambler } Response PlayerRemarkWorldC6M2_OpenGate1Gambler { scene "scenes/Gambler/DLC1_C6M1_AlarmDoor01.vcd" //Goddamn alarm door. scene "scenes/Gambler/DLC1_C6M1_AlarmDoor02.vcd" //When we open this door its gonna alert the zombies. scene "scenes/Gambler/DLC1_C6M1_AlarmDoor03.vcd" //Shit, alarm door. scene "scenes/Gambler/DLC1_C6M1_AlarmDoor06.vcd" //Let's get ready! scene "scenes/Gambler/DLC1_C6M1_AlarmDoor07.vcd" //This is gonna get noisy. scene "scenes/Gambler/DLC1_C6M2_Bridge1Raise04.vcd" //Get ready to run. } Rule PlayerRemarkWorldC6M2_OpenGate1Gambler { criteria ConceptRemark IsGambler IsWorldC6M2_OpenGate1 IsNotSaidWorldC6M2_OpenGate1 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsNotSaidOpenedGate1 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_OpenGate1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_OpenGate1Gambler } Response PlayerRemarkWorldC6M2_OpenGate2Gambler { scene "scenes/Gambler/DLC1_C6M2_Bridge2Raise02.vcd" //Hope this one works. scene "scenes/Gambler/DLC1_C6M2_Bridge2Raise03.vcd" //This one better work. } Rule PlayerRemarkWorldC6M2_OpenGate2Gambler { criteria ConceptRemark IsGambler IsWorldC6M2_OpenGate2 IsNotSaidWorldC6M2_OpenGate2 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsNotSaidOpenedGate2 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_OpenGate2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_OpenGate2Gambler } Response PlayerRemarkWorldC6M2_Phase2Gambler { scene "scenes/Gambler/DLC1_C6M2_Phase201.vcd" //Tour ends, time to head down. scene "scenes/Gambler/DLC1_C6M2_Phase202.vcd" //Tour's over. scene "scenes/Gambler/DLC1_C6M2_Phase203.vcd" //Should we wait until they finish? scene "scenes/Gambler/DLC1_C6M2_Phase204.vcd" //Jesus Christ, what did we just pay five bucks for? scene "scenes/Gambler/DLC1_C6M2_Phase206.vcd" then Producer WorldC6M2_Phase201a foo:0 -1.901 //Phase Two? Does this even go through? } Rule PlayerRemarkWorldC6M2_Phase2Gambler { criteria ConceptRemark IsGambler IsWorldC6M2_Phase2 IsNotSaidWorldC6M2_Phase2 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Phase2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_Phase2Gambler } Response PlayerRemarkWorldC6M2_Phase2DownGambler { scene "scenes/Gambler/DLC1_C6M2_Phase207.vcd" //Let's get off these stairs. scene "scenes/Gambler/DLC1_C6M2_Phase211.vcd" //DOWN THE STAIRS, DOWN THE STAIRS! } Rule PlayerRemarkWorldC6M2_Phase2DownGambler { criteria ConceptRemark IsGambler IsWorldC6M2_Phase2Down IsNotSaidWorldC6M2_Phase2Down IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Phase2Down:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_Phase2DownGambler } Response PlayerRemarkWorldC6M2_Phase2DownIntenseGambler { scene "scenes/Gambler/DLC1_C6M2_Phase208.vcd" //Don't stop on the stairs, GO!!! scene "scenes/Gambler/DLC1_C6M2_Phase209.vcd" //GO DOWN! scene "scenes/Gambler/DLC1_C6M2_Phase210.vcd" //DOWN DOWN DOWN! scene "scenes/Gambler/DLC1_C6M2_Phase212.vcd" //DOWN, LET'S GO! } Rule PlayerRemarkWorldC6M2_Phase2DownIntenseGambler { criteria ConceptRemark IsGambler IsWorldC6M2_Phase2Down IsNotSaidWorldC6M2_Phase2Down IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IntensityOver75 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Phase2Down:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_Phase2DownIntenseGambler } Response PlayerRemarkWorldC6M2_PostGate1xGambler { scene "scenes/Gambler/DLC1_C6M2_BridgeCollapse02.vcd" //Goddamnit. Back in the shit water. scene "scenes/Gambler/DLC1_C6M2_BridgeCollapse03.vcd" //Goddamnit. We're back in the toilet. scene "scenes/Gambler/DLC1_C6M2_BridgeCollapse04.vcd" //THIS was going to be their goddamn tour? scene "scenes/Gambler/DLC1_C6M2_BridgeCollapse05.vcd" //Great, back to the goddamn history of sewage. } Rule PlayerRemarkWorldC6M2_PostGate1xGambler { criteria ConceptRemark IsGambler IsWorldC6M2_PostGate1 IsNotSaidWorldC6M2_PostGate1 IsNotCoughing IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsSaidOpenedGate1 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_PostGate1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_PostGate1xGambler } Response PlayerRemarkWorldC6M2_SafeRoomGambler { scene "scenes/Gambler/DLC1_C6M2_Saferoom01.vcd" //Saferoom! } Rule PlayerRemarkWorldC6M2_SafeRoomGambler { criteria ConceptRemark IsGambler IsWorldC6M2_SafeRoom IsNotSaidWorldC6M2_SafeRoom IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear800 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_SafeRoom:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_SafeRoomGambler } Response PlayerRemarkWorldC6M2_SuitcaseGambler { scene "scenes/Gambler/DLC1_C6M2_SuitcasePistols01.vcd" //I like the way this guy packs. scene "scenes/Gambler/DLC1_C6M2_SuitcasePistols02.vcd" //Don't mind if I do. } Rule PlayerRemarkWorldC6M2_SuitcaseGambler { criteria ConceptRemark IsGambler IsWorldC6M2_Suitcase IsNotSaidWorldC6M2_Suitcase IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear100 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Suitcase:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_SuitcaseGambler } Response PlayerRemarkWorldC6M2_TattooGambler { scene "scenes/Gambler/DLC1_C6M2_Tattoo01.vcd" //Who wants a tattoo? scene "scenes/Gambler/DLC1_C6M2_Tattoo13.vcd" //I've never done a colored tattoo. } Rule PlayerRemarkWorldC6M2_TattooGambler { criteria ConceptRemark IsGambler IsWorldC6M2_Tattoo IsNotSaidWorldC6M2_Tattoo IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Tattoo:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_TattooGambler } Response PlayerRemarkWorldC6M2_TattooR&NGambler { scene "scenes/Gambler/DLC1_C6M2_Tattoo07.vcd" then Producer WorldC6M2_Tattoo01a> foo:0 -3.103 //Rochelle, do you want me to tattoo your boyfriend's name on your arm? } Rule PlayerRemarkWorldC6M2_TattooR&NGambler { criteria ConceptRemark IsGambler IsWorldC6M2_Tattoo IsNotSaidWorldC6M2_Tattoo IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsProducerNear800Weight0 FrancisGroup4 IsFrancisIntroActor IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Tattoo:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_TattooR&NGambler } Response PlayerRemarkWorldC6M2_TattooZoeyGambler { scene "scenes/Gambler/DLC1_C6M2_Tattoo02.vcd" //Ellis, did you get that girl's name? 'Cause I can tattoo it on your ass. She'll like that. scene "scenes/Gambler/DLC1_C6M2_Tattoo03.vcd" //Hey Ellis, did you get that girl's name? Because you know what? I can tattoo it on your ass. She'll love it. scene "scenes/Gambler/DLC1_C6M2_Tattoo04.vcd" //Ellis, did you get that girl's name? 'Cause I can tattoo it on your ass. She'll like that. } Rule PlayerRemarkWorldC6M2_TattooZoeyGambler { criteria ConceptRemark IsGambler IsWorldC6M2_Tattoo IsNotSaidWorldC6M2_Tattoo IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsMechanicNear800Weight0 IsZoeyIntroActor ZoeyGroup1 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Tattoo:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_TattooZoeyGambler } Response PlayerRemarkWorldC6M2_TattooZoey2Gambler { scene "scenes/Gambler/DLC1_C6M2_Tattoo02.vcd" //Ellis, did you get that girl's name? 'Cause I can tattoo it on your ass. She'll like that. scene "scenes/Gambler/DLC1_C6M2_Tattoo03.vcd" //Hey Ellis, did you get that girl's name? Because you know what? I can tattoo it on your ass. She'll love it. scene "scenes/Gambler/DLC1_C6M2_Tattoo04.vcd" //Ellis, did you get that girl's name? 'Cause I can tattoo it on your ass. She'll like that. } Rule PlayerRemarkWorldC6M2_TattooZoey2Gambler { criteria ConceptRemark IsGambler IsWorldC6M2_Tattoo IsNotSaidWorldC6M2_Tattoo IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsMechanicNear800Weight0 IsZoeyIntroActor ZoeyGroup2 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Tattoo:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_TattooZoey2Gambler } Response PlayerRemarkWorldC6M2_TourEntranceGambler { scene "scenes/Gambler/DLC1_C6M2_TicketCounter01.vcd" //This'll take us under the river. } Rule PlayerRemarkWorldC6M2_TourEntranceGambler { criteria ConceptRemark IsGambler IsWorldC6M2_TourEntrance IsNotSaidWorldC6M2_TourEntrance IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_TourEntrance:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_TourEntranceGambler } Response PlayerRemarkWorldC6M2_UpCatWalkGambler { scene "scenes/Gambler/DLC1_C6M2_UpCatwalk01.vcd" //Thank GOD! scene "scenes/Gambler/DLC1_C6M2_UpCatwalk02.vcd" //A ladder! } Rule PlayerRemarkWorldC6M2_UpCatWalkGambler { criteria ConceptRemark IsGambler IsWorldC6M2_UpCatWalk IsNotSaidWorldC6M2_UpCatWalk IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_UpCatWalk:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_UpCatWalkGambler } Response PlayerRemarkWorldC6M2_UpStairsGambler { scene "scenes/Gambler/DLC1_C6M2_UpStairs01.vcd" //Up these stairs. scene "scenes/Gambler/DLC1_C6M2_UpStairs02.vcd" //Up the stairs! scene "scenes/Gambler/DLC1_C6M2_UpStairs03.vcd" //Let's get up to the street. scene "scenes/Gambler/DLC1_C6M2_UpStairs04.vcd" //Let's get to the street. scene "scenes/Gambler/DLC1_C6M2_UpStairs05.vcd" //Let's get to street level. } Rule PlayerRemarkWorldC6M2_UpStairsGambler { criteria ConceptRemark IsGambler IsWorldC6M2_UpStairs IsNotSaidWorldC6M2_UpStairs IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_UpStairs:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_UpStairsGambler } Response PlayerRemarkWorldC6M2_UpStairs2Gambler { scene "scenes/Gambler/DLC1_C6M2_UpStairs01.vcd" //Up these stairs. scene "scenes/Gambler/DLC1_C6M2_UpStairs02.vcd" //Up the stairs! } Rule PlayerRemarkWorldC6M2_UpStairs2Gambler { criteria ConceptRemark IsGambler IsWorldC6M2_UpStairs2 IsNotSaidWorldC6M2_UpStairs2 IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_UpStairs2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_UpStairs2Gambler } Response PlayerRemarkWorldC6M3_BridgeRunGambler { scene "scenes/Gambler/DLC1_C6M3_FinaleBridgeRun05.vcd" then WorldC6M3_ByBridge01 foo:0 -1.130 //THANKS, YOU THREE! scene "scenes/Gambler/DLC1_C6M3_FinaleBridgeRun06.vcd" then WorldC6M3_ByBridge01 foo:0 -1.378 //GOOD LUCK! THANKS! } Rule PlayerRemarkWorldC6M3_BridgeRunGambler { criteria ConceptRemark IsGambler IsWorldC6M3_BridgeRun IsNotSaidWorldC6M3_BridgeRun IsNotCoughing IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear500 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M3_BridgeRun:1:0" applycontexttoworld Response PlayerRemarkWorldC6M3_BridgeRunGambler } Response PlayerRemarkWorldC6M3_ByBridgeGambler { scene "scenes/Gambler/DLC1_C6M3_FinaleFinalGas01.vcd" //Thanks, guys. You good? scene "scenes/Gambler/DLC1_C6M3_FinaleFinalGas02.vcd" //Thank you. Good luck out there, huh? scene "scenes/Gambler/DLC1_C6M3_FinaleFinalGas03.vcd" //You three take care of yourselves. And thanks. scene "scenes/Gambler/DLC1_C6M3_FinaleFinalGas04.vcd" //We won't forget this. scene "scenes/Gambler/DLC1_C6M3_FinaleFinalGas05.vcd" //Be safe, you three. } Rule PlayerRemarkWorldC6M3_ByBridgeGambler { criteria ConceptRemark IsGambler IsWorldC6M3_ByBridge IsNotSaidWorldC6M3_ByBridge IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear300 IsSaidFinalVehicleArrived IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M3_ByBridge:1:0" applycontexttoworld Response PlayerRemarkWorldC6M3_ByBridgeGambler } Response PlayerRemarkWorldFootLockerGambler { scene "scenes/Gambler/DLC1_FootLocker03.vcd" //Let's see what's in here. scene "scenes/Gambler/DLC1_FootLocker04.vcd" //Let's open this up. scene "scenes/Gambler/DLC1_FootLocker06.vcd" //Open it up. } Rule PlayerRemarkWorldFootLockerGambler { criteria ConceptRemark IsGambler IsWorldFootLocker IsNotSaidWorldFootLocker IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear500 IsNotSpeakingWeight0 ApplyContext "SaidWorldFootLocker:1:0" applycontexttoworld Response PlayerRemarkWorldFootLockerGambler } //-------------------------------------------------------------------------------------------------------------- // Scavenge //-------------------------------------------------------------------------------------------------------------- Response C6M3_PourFinishedGambler { scene "scenes/Gambler/blank.vcd" predelay ".5,1.5" then Manager L4D1_NiceJobPour foo:0 0 // } Rule C6M3_PourFinishedGambler { criteria ConceptPlayerPourFinished IsGambler IsTalk IsTalkGambler IsWorldTalkGambler Isc6m3_port ChanceToFire20Percent ApplyContext "Talk:1:3" Response C6M3_PourFinishedGambler } //-------------------------------------------------------------------------------------------------------------- // Vocalizer //-------------------------------------------------------------------------------------------------------------- Response SurvivorNearFinaleC6M3Gambler { scene "scenes/Gambler/blank.vcd" // } Rule SurvivorNearFinaleC6M3Gambler { criteria ConceptPlayerNearFinale IsNotCoughing IsGambler IsNotSaidFinaleAhead NotInCombat IsTalk IsTalkGambler IsNotIncapacitated IsWorldTalkGambler Isc6m3_port ApplyContext "SaidFinaleAhead:1:0" applycontexttoworld Response SurvivorNearFinaleC6M3Gambler } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Pickups //-------------------------------------------------------------------------------------------------------------- Response C6M1TakeSubMachineGunGambler { scene "scenes/Gambler/DLC1_C6M1_IntoStore05.vcd" then Coach C6M1TakeSubMachineGun01 foo:0 -2.621 //(picking up gun) Hold on a sec, I'm gonna go back and shoot that jackass. scene "scenes/Gambler/DLC1_C6M1_IntoStore06.vcd" then Coach C6M1TakeSubMachineGun01 foo:0 -2.741 //(picking up gun) Hold on, I'm gonna go back and shoot that tattoo disaster. scene "scenes/Gambler/DLC1_C6M1_IntoStore07.vcd" then Coach C6M1TakeSubMachineGun01 foo:0 -4.066 //(picking up gun - to self) I would love to go back and shoot that vest wearing jackass. } Rule C6M1TakeSubMachineGunGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpSMG IsNotSpeaking ChanceToFire30Percent GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler IsJustSaidWorldC6M1_IntoTheStore FrancisGroup5 ApplyContext "GamblerPickedUpItem:1:30" Response C6M1TakeSubMachineGunGambler } Response SurvivorPickupGolfCLubGambler { scene "scenes/Gambler/DLC1_GolfClub02.vcd" //Grabbing a golf club. scene "scenes/Gambler/DLC1_GolfClub04.vcd" //Grabbing the driver. } Rule SurvivorPickupGolfCLubGambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpGolfClub IsNotSpeaking GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupGolfCLubGambler } Response SurvivorPickupM60Gambler { scene "scenes/Gambler/DLC1_M6004.vcd" //I'm grabbing the big gun. scene "scenes/Gambler/DLC1_M6005.vcd" //Grabbing the chain gun. scene "scenes/Gambler/DLC1_M6006.vcd" //Shit, this is heavy. } Rule SurvivorPickupM60Gambler { criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpM60 IsNotSpeaking GamblerNotPickedUpItem IsTalk IsTalkGambler IsWorldTalkGambler ApplyContext "GamblerPickedUpItem:1:30" Response SurvivorPickupM60Gambler } //-------------------------------------------------------------------------------------------------------------- // Vocalizer Convo (AUTO) //-------------------------------------------------------------------------------------------------------------- Response HistoricTour01aGambler { scene "scenes/Gambler/DLC1_C6M1_HistoricSign02.vcd" //Trust me, that won't be the case. } Rule HistoricTour01aGambler { criteria ConceptHistoricTour01a IsGambler Response HistoricTour01aGambler } Response WeddingWitchDead03Gambler { scene "scenes/Gambler/DLC1_C6M1_WeddingWitchDead05.vcd" //That's a good one Coach. scene "scenes/Gambler/DLC1_C6M1_WeddingWitchDead06.vcd" //Coach! That's a good one. } Rule WeddingWitchDead03Gambler { criteria ConceptWeddingWitchDead03 IsGambler Response WeddingWitchDead03Gambler } //-------------------------------------------------------------------------------------------------------------- // Volcalize //-------------------------------------------------------------------------------------------------------------- Response Player.LostCallC6M3Gambler { scene "scenes/Gambler/blank.vcd" // } Rule Player.LostCallC6M3Gambler { criteria ConceptTalkIdle IsGambler IsClosestSurvivorFar3000 IsNotSaidPlayerLostCall Isc6m3_port ChanceToFire100Percent IsNotSpeakingWeight0 ApplyContext "SaidPlayerLostCall:1:50" applycontexttoworld Response Player.LostCallC6M3Gambler } //-------------------------------------------------------------------------------------------------------------- // Weapon Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpottedGolfClubGambler { scene "scenes/Gambler/DLC1_GolfClub06.vcd" //Club here! scene "scenes/Gambler/DLC1_GolfClub07.vcd" //Club here! scene "scenes/Gambler/DLC1_GolfClub08.vcd" //Driver here! } Rule SurvivorSpottedGolfClubGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsGolfClub IsWorldTalkGambler IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGolfClubGambler } Response SurvivorSpottedGolfClubAutoGambler { scene "scenes/Gambler/DLC1_GolfClub06.vcd" //Club here! scene "scenes/Gambler/DLC1_GolfClub07.vcd" //Club here! scene "scenes/Gambler/DLC1_GolfClub08.vcd" //Driver here! } Rule SurvivorSpottedGolfClubAutoGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsGolfClub IsWorldTalkGambler ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGolfClubAutoGambler } Response SurvivorSpottedM60Gambler { scene "scenes/Gambler/DLC1_M6001.vcd" //Now this is a gun. scene "scenes/Gambler/DLC1_M6002.vcd" //Shit, this is a gun. scene "scenes/Gambler/DLC1_M6003.vcd" //Big gun. } Rule SurvivorSpottedM60Gambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsM60 IsWorldTalkGambler IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedM60Gambler } Response SurvivorSpottedM60AutoGambler { scene "scenes/Gambler/DLC1_M6001.vcd" //Now this is a gun. scene "scenes/Gambler/DLC1_M6002.vcd" //Shit, this is a gun. scene "scenes/Gambler/DLC1_M6003.vcd" //Big gun. } Rule SurvivorSpottedM60AutoGambler { criteria ConceptPlayerSpotWeapon IsNotCoughing IsGambler IsTalk IsTalkGambler IsNotSmartLookAuto IsM60 IsWorldTalkGambler ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedM60AutoGambler } //-------------------------------------------------------------------------------------------------------------- // Coach Response Rule File //-------------------------------------------------------------------------------------------------------------- //Auto-generated blank response for padding out InfoRemarkables Response _PlayerInfoRemarkableBlankCoach { speak "Coach_Blank" noscene //Blank } Response L4D1PlayerNiceShotCoach { scene "scenes/Coach/NiceShot01.vcd" //Nice shot.. scene "scenes/Coach/NiceShot03.vcd" //Good one! } Rule L4D1PlayerNiceShotCoach { criteria ConceptL4D1PlayerNiceShot IsNotCoughing IsCoach IsSubjectDistNear1500 IsTalk IsTalkCoach IsWorldTalkCoach IsNotSpeaking ChanceToFire70Percent Response L4D1PlayerNiceShotCoach } Response L4D1PlayerNiceShotFrancisCoach { scene "scenes/Coach/DLC1_C6M3_FinaleL4D1Killing05.vcd" //Thanks Francis! scene "scenes/Coach/DLC1_C6M3_FinaleL4D1Killing06.vcd" //Nice shot Francis! scene "scenes/Coach/DLC1_C6M3_FinaleL4D1Killing07.vcd" //Nice shot Francis! } Rule L4D1PlayerNiceShotFrancisCoach { criteria ConceptL4D1PlayerNiceShot IsNotCoughing IsCoach IsSubjectDistNear1500 IsTalk IsTalkCoach IsWorldTalkCoach SubjectIsBiker ChanceToFire70Percent IsNotSpeaking Response L4D1PlayerNiceShotFrancisCoach } Response L4D1PlayerNiceShotLouisCoach { scene "scenes/Coach/DLC1_C6M3_FinaleL4D1Killing02.vcd" //Louis in the house! } Rule L4D1PlayerNiceShotLouisCoach { criteria ConceptL4D1PlayerNiceShot IsNotCoughing IsCoach IsSubjectDistNear1500 IsTalk IsTalkCoach IsWorldTalkCoach SubjectIsManager ChanceToFire70Percent IsNotSpeaking Response L4D1PlayerNiceShotLouisCoach } Response L4D1PlayerNiceShotZoeyCoach { scene "scenes/Coach/DLC1_C6M3_FinaleL4D1Killing03.vcd" //Go Zoey! scene "scenes/Coach/DLC1_C6M3_FinaleL4D1Killing04.vcd" //Keep it up Zoey! scene "scenes/Coach/NiceShotFemale01.vcd" //All right girl. } Rule L4D1PlayerNiceShotZoeyCoach { criteria ConceptL4D1PlayerNiceShot IsNotCoughing IsCoach IsSubjectDistNear1500 IsTalk IsTalkCoach IsWorldTalkCoach SubjectIsTeenGirl ChanceToFire70Percent IsNotSpeaking Response L4D1PlayerNiceShotZoeyCoach } //-------------------------------------------------------------------------------------------------------------- // C1M4 //-------------------------------------------------------------------------------------------------------------- Response C6M3GasPourCoach { scene "scenes/Coach/DLC1_C6M3_Cans01.vcd" //Filling the generator. scene "scenes/Coach/DLC1_C6M3_Cans02.vcd" //Pouring a can. scene "scenes/Coach/DLC1_C6M3_Cans03.vcd" //Got a can. scene "scenes/Coach/DLC1_C6M3_Cans04.vcd" //I got this can. } Rule C6M3GasPourCoach { criteria ConceptPlayerPourStarted IsCoach IsTalk IsTalkCoach IsWorldTalkCoach IsNotScavenge isC6M3_Port ChanceToFire70Percent ApplyContext "TalkCoach:1:2" Response C6M3GasPourCoach } //-------------------------------------------------------------------------------------------------------------- // C6M1 //-------------------------------------------------------------------------------------------------------------- Response C6M1_IntotheparkNoHealthCoach { scene "scenes/Coach/DLC1_C6M1_IntoPark01.vcd" //Don't run off without a health kit. scene "scenes/Coach/DLC1_C6M1_IntoPark02.vcd" //Grab a health kit. scene "scenes/Coach/DLC1_C6M1_IntoPark03.vcd" //Everyone grab a health kit. scene "scenes/Coach/DLC1_C6M1_IntoPark04.vcd" //Health kits everyone! } Rule C6M1_IntotheparkNoHealthCoach { criteria ConceptC6M1_IntotheparkNoHealth IsCoach Response C6M1_IntotheparkNoHealthCoach } Response C6M1Intro_01TeenGirl04Coach { scene "scenes/Coach/DLC1_C6M1_InitialMeeting01.vcd" then TeenGirl C6M1Intro_04a foo:0 -3.822 //Hey, hello there! You wanna let the bridge down for us? } Rule C6M1Intro_01TeenGirl04Coach { criteria ConceptintroC6M1 IsCoach IsZoeyIntroActor IsNotSaidIntroScene MoreThan60 LessThan100 IsNotVersus ApplyContext "SaidIntroScene:1:0,Talk:1:30" applycontexttoworld Response C6M1Intro_01TeenGirl04Coach } Response C6M1Intro_04bCoach { scene "scenes/Coach/DLC1_C6M1_InitialMeeting02.vcd" then TeenGirl C6M1Intro_04c foo:0 -2.342 //Y'all can't climb down there and save us a trip? } Rule C6M1Intro_04bCoach { criteria ConceptC6M1Intro_04b IsCoach Response C6M1Intro_04bCoach } Response C6M1Intro_08aCoach { scene "scenes/Coach/DLC1_C6M1_InitialMeeting03.vcd" then Any WorldC6M1_HistoricTour foo:0 1 //Got it. We'll holla back at you when we get there. } Rule C6M1Intro_08aCoach { criteria ConceptC6M1Intro_08a IsCoach Response C6M1Intro_08aCoach } Response C6M1Intro_13bCoach { scene "scenes/Coach/DLC1_C6M1_InitialMeeting04.vcd" then Mechanic C6M1Intro_13c foo:0 -4.288 //You been killin' zombies for the better part of 2 days boy you can talk to a girl. } Rule C6M1Intro_13bCoach { criteria ConceptC6M1Intro_13b IsCoach Response C6M1Intro_13bCoach } Response C6M1Intro_13eCoach { scene "scenes/Coach/DLC1_C6M1_InitialMeeting05.vcd" then Mechanic C6M1Intro_13f foo:0 -2.690 //Okay, the boy says thank you. } Rule C6M1Intro_13eCoach { criteria ConceptC6M1Intro_13e IsCoach Response C6M1Intro_13eCoach } Response C6M1Intro_21aCoach { scene "scenes/Coach/DLC1_C6M1_InitialMeeting07.vcd" then Coach C6M1Intro_21b foo:0 -2.005 //(to group) Tell me this boy ain't for real. scene "scenes/Coach/DLC1_C6M1_InitialMeeting08.vcd" then Coach C6M1Intro_21b foo:0 -1.885 //(to group) Tell me this boy ain't for real. } Rule C6M1Intro_21aCoach { criteria ConceptC6M1Intro_21a IsCoach Response C6M1Intro_21aCoach } Response C6M1Intro_21bCoach { scene "scenes/Coach/DLC1_C6M1_InitialMeeting06.vcd" then Biker C6M1Intro_21c foo:0 -2.472 //No. Can you lower the bridge? } Rule C6M1Intro_21bCoach { criteria ConceptC6M1Intro_21b IsCoach Response C6M1Intro_21bCoach } Response C6M1Intro_21dCoach { scene "scenes/Coach/DLC1_C6M1_InitialMeeting09.vcd" then Biker C6M1Intro_21e foo:0 -5.235 //Shit, okay. Yes, we are vampires? All of us are vampires? } Rule C6M1Intro_21dCoach { criteria ConceptC6M1Intro_21d IsCoach Response C6M1Intro_21dCoach } Response C6M1Intro_21gCoach { scene "scenes/Coach/DLC1_C6M1_InitialMeeting10.vcd" //Dear lord, why'd I ever leave Savannah. } Rule C6M1Intro_21gCoach { criteria ConceptC6M1Intro_21g IsCoach ApplyContext "Talk:0:0" applycontexttoworld Response C6M1Intro_21gCoach } Response C6M1TakeSubMachineGun01Coach { scene "scenes/Coach/DLC1_C6M1_IntoStore04.vcd" //Nick, you gotta pull yourself together. } Rule C6M1TakeSubMachineGun01Coach { criteria ConceptC6M1TakeSubMachineGun01 IsCoach IsGamblerNear800 Response C6M1TakeSubMachineGun01Coach } Response LeavingC6M1StartCoach { scene "scenes/Coach/blank.vcd" // } Rule LeavingC6M1StartCoach { criteria ConceptSurvivorLeavingCheckpoint IsCoach ApplyContext "LeftC6M1Start:1:0" applycontexttoworld Response LeavingC6M1StartCoach } Response WorldC6M1_HistoricTourCoach { scene "scenes/Coach/DLC1_C6M1_HistoricSign01.vcd" then Gambler HistoricTour01a foo:0 -4.418 //Historic Under-the-River Tour! This could be pretty interesting! scene "scenes/Coach/DLC1_C6M1_HistoricSign02.vcd" //Let's all try this under-the-river tour to get across. scene "scenes/Coach/DLC1_C6M1_HistoricSign03.vcd" //Sign says there's an under-the-river tour, that'll get us across. } Rule WorldC6M1_HistoricTourCoach { criteria ConceptWorldC6M1_HistoricTour IsCoach IsNotLeftC6M1Start Response WorldC6M1_HistoricTourCoach } Response WorldC6M1_PostWedding01aCoach { scene "scenes/Coach/DLC1_C6M1_WeddingPostWitch01.vcd" //No Ellis. scene "scenes/Coach/DLC1_C6M1_WeddingPostWitch02.vcd" //Got to keep your head on killin' zombies, Ellis. } Rule WorldC6M1_PostWedding01aCoach { criteria ConceptWorldC6M1_PostWedding01a IsCoach IsSubjectDistNear800 Response WorldC6M1_PostWedding01aCoach } Response WorldC6M1_WeddingWarn03aCoach { scene "scenes/Coach/DLC1_C6M1_WeddingWitch01.vcd" then Producer WorldC6M1_WeddingWarn03b foo:0 -2.229 //Come on, Nick, not the time. } Rule WorldC6M1_WeddingWarn03aCoach { criteria ConceptWorldC6M1_WeddingWarn03a IsCoach ApplyContext "AtWedding:1:60" applycontexttoworld Response WorldC6M1_WeddingWarn03aCoach } Response WorldC6M1_WeddingWarn04aCoach { scene "scenes/Coach/DLC1_C6M1_WeddingWitch02.vcd" //Man, I hope we don't see a tank in a tuxedo. } Rule WorldC6M1_WeddingWarn04aCoach { criteria ConceptWorldC6M1_WeddingWarn04a IsCoach IsSubjectDistNear800 ApplyContext "AtWedding:1:60" applycontexttoworld Response WorldC6M1_WeddingWarn04aCoach } //-------------------------------------------------------------------------------------------------------------- // C6M2 //-------------------------------------------------------------------------------------------------------------- Response C6M2_OpenGate1Coach { scene "scenes/Coach/DLC1_C6M1_AlarmDoorOpen01.vcd" //I opened it. scene "scenes/Coach/DLC1_C6M1_AlarmDoorOpen02.vcd" //Open, let's go! scene "scenes/Coach/DLC1_C6M2_Bridge1RaiseHitIt02.vcd" //I hit it! scene "scenes/Coach/DLC1_C6M2_Bridge2Up03.vcd" //Come on people, don't stand around, let's go! } Rule C6M2_OpenGate1Coach { criteria ConceptC6M2_OpenGate1 IsCoach ApplyContext "SaidOpenedGate1:1:0" applycontexttoworld Response C6M2_OpenGate1Coach } Response C6M2_OpenGate2Coach { scene "scenes/Coach/DLC1_C6M1_AlarmDoorOpen02.vcd" //Open, let's go! scene "scenes/Coach/DLC1_C6M2_Bridge1RaiseActive03.vcd" //That is some slow ass shit. } Rule C6M2_OpenGate2Coach { criteria ConceptC6M2_OpenGate2 IsCoach ApplyContext "Said:OpenedGate2:1:0" applycontexttoworld Response C6M2_OpenGate2Coach } Response C6M2SafeRoomCoach { scene "scenes/Coach/blank.vcd" then any C6M2SafeRoom2 foo:0 3 // } Rule C6M2SafeRoomCoach { criteria ConceptTalkIdle Joined3 IsCoach isC6m2_bedlam IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC6M2SafeRoom IsNotSpeakingWeight0 ApplyContext "SaidC6M2SafeRoom:1:0" applycontexttoworld Response C6M2SafeRoomCoach } Response DLC1_C6M2_SafeRoomConvo01aCoach { scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo01.vcd" //Nick. Son. I think we got bigger problems. } Rule DLC1_C6M2_SafeRoomConvo01aCoach { criteria ConceptDLC1_C6M2_SafeRoomConvo01a IsCoach Response DLC1_C6M2_SafeRoomConvo01aCoach } Response DLC1_C6M2_SafeRoomConvo05Coach { scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo02.vcd" then Any DLC1_C6M2_SafeRoomConvo06a foo:0 -6.504 //City of Rayford! They used to have a boiled peanut festival here. Good memories. } Rule DLC1_C6M2_SafeRoomConvo05Coach { criteria ConceptC6M2SafeRoom2 IsCoach IsZoeyIntroActor ZoeyGroup4 IsNotSaidC6M2SafeRoom2 ApplyContext "SaidC6M2SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M2_SafeRoomConvo05Coach } Response DLC1_C6M2_SafeRoomConvo09aCoach { scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo03.vcd" then Gambler DLC1_C6M2_SafeRoomConvo09b foo:0 -3.735 //Oh, come on, you aren't afraid of a little dirt are you? } Rule DLC1_C6M2_SafeRoomConvo09aCoach { criteria ConceptDLC1_C6M2_SafeRoomConvo09a IsCoach Response DLC1_C6M2_SafeRoomConvo09aCoach } Response DLC1_C6M2_SafeRoomConvo11Coach { scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo04.vcd" then Gambler DLC1_C6M2_SafeRoomConvo12a foo:0 -6.163 //I heard all about this under-the-river tour, supposed to be pretty damn good. Real educational. } Rule DLC1_C6M2_SafeRoomConvo11Coach { criteria ConceptC6M2SafeRoom2 IsCoach IsZoeyIntroActor ZoeyGroup4 IsNotSaidC6M2SafeRoom2 ApplyContext "SaidC6M2SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M2_SafeRoomConvo11Coach } Response DLC1_C6M2_SafeRoomConvo12Coach { scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo07.vcd" then Gambler DLC1_C6M2_SafeRoomConvo13a foo:0 -3.828 //Nick, tell me you ain't looking forward to this under-the-river tour. } Rule DLC1_C6M2_SafeRoomConvo12Coach { criteria ConceptC6M2SafeRoom2 IsCoach IsFrancisIntroActor FrancisGroup5 IsNotSaidC6M2SafeRoom2 ApplyContext "SaidC6M2SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M2_SafeRoomConvo12Coach } Response DLC1_C6M2_SafeRoomConvo12bCoach { scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo05.vcd" then Gambler DLC1_C6M2_SafeRoomConvo12c foo:0 -2.273 //You damn right. Under a river. } Rule DLC1_C6M2_SafeRoomConvo12bCoach { criteria ConceptDLC1_C6M2_SafeRoomConvo12b IsCoach Response DLC1_C6M2_SafeRoomConvo12bCoach } Response DLC1_C6M2_SafeRoomConvo12dCoach { scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo06.vcd" //Uh, historical shit. Man, how am I supposed to know? I ain't been there yet. } Rule DLC1_C6M2_SafeRoomConvo12dCoach { criteria ConceptDLC1_C6M2_SafeRoomConvo12d IsCoach Response DLC1_C6M2_SafeRoomConvo12dCoach } Response DLC1_C6M2_SafeRoomConvo13bCoach { scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo08.vcd" then Gambler DLC1_C6M2_SafeRoomConvo13c foo:0 -5.477 //Man, Nick you got a find a way to cheer your ass up. We ain't got much to look forward to. } Rule DLC1_C6M2_SafeRoomConvo13bCoach { criteria ConceptDLC1_C6M2_SafeRoomConvo13b IsCoach Response DLC1_C6M2_SafeRoomConvo13bCoach } Response DLC1_C6M2_SafeRoomConvo13dCoach { scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo09.vcd" //There you go Nick. Stay positive. scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo10.vcd" //There you go Nick. Stay positive. Maybe you'll knock all his teeth out. } Rule DLC1_C6M2_SafeRoomConvo13dCoach { criteria ConceptDLC1_C6M2_SafeRoomConvo13d IsCoach Response DLC1_C6M2_SafeRoomConvo13dCoach } Response DLC1_C6M2_SafeRoomConvo14dCoach { scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo11.vcd" then Producer DLC1_C6M2_SafeRoomConvo14e foo:0 -3.766 //Oh. In my heart, I'm there already. } Rule DLC1_C6M2_SafeRoomConvo14dCoach { criteria ConceptDLC1_C6M2_SafeRoomConvo14d IsCoach Response DLC1_C6M2_SafeRoomConvo14dCoach } Response DLC1_C6M2_SafeRoomConvo15bCoach { scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo12.vcd" then Gambler DLC1_C6M2_SafeRoomConvo15c foo:0 -4.894 //Man, I keep hoping we find an open burger tank. } Rule DLC1_C6M2_SafeRoomConvo15bCoach { criteria ConceptDLC1_C6M2_SafeRoomConvo15b IsCoach Response DLC1_C6M2_SafeRoomConvo15bCoach } Response DLC1_C6M2_SafeRoomConvo16a1Coach { scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo13.vcd" then Mechanic DLC1_C6M2_SafeRoomConvo16b1 foo:0 -4.595 //Ellis, you do know that eventually we're gonna have to leave that car behind. Right? } Rule DLC1_C6M2_SafeRoomConvo16a1Coach { criteria ConceptDLC1_C6M2_SafeRoomConvo16a1 IsCoach Response DLC1_C6M2_SafeRoomConvo16a1Coach } Response DLC1_C6M2_SafeRoomConvo16eCoach { scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo14.vcd" then Mechanic DLC1_C6M2_SafeRoomConvo16f foo:0 -3.567 //Boy, the Military ain't exactly going to strap it to the bottom of a helicopter. } Rule DLC1_C6M2_SafeRoomConvo16eCoach { criteria ConceptDLC1_C6M2_SafeRoomConvo16e IsCoach Response DLC1_C6M2_SafeRoomConvo16eCoach } Response DLC1_C6M2_SafeRoomConvo18cCoach { scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo15.vcd" then Producer DLC1_C6M2_SafeRoomConvo18d foo:0 -.5 //Girl! What are you doing? } Rule DLC1_C6M2_SafeRoomConvo18cCoach { criteria ConceptDLC1_C6M2_SafeRoomConvo18c IsCoach Response DLC1_C6M2_SafeRoomConvo18cCoach } Response DLC1_C6M2_SafeRoomConvo18eCoach { scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo16.vcd" //Listen, if you let your guard down for one minute… we all pay the price. } Rule DLC1_C6M2_SafeRoomConvo18eCoach { criteria ConceptDLC1_C6M2_SafeRoomConvo18e IsCoach Response DLC1_C6M2_SafeRoomConvo18eCoach } Response DLC1_C6M2_SafeRoomConvo19Coach { scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo17.vcd" then Any DLC1_C6M2_SafeRoomConvo19a foo:0 -5.056 //Man, I just realized with all this runnin', climbin' and fightin', I ain't even had time to eat. scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo20.vcd" then Producer DLC1_C6M2_SafeRoomConvo20a foo:0 -5.299 //All this runnin' we been doing? I bet I lost, what, five pounds. } Rule DLC1_C6M2_SafeRoomConvo19Coach { criteria ConceptC6M2SafeRoom2 IsCoach IsNotSaidC6M2SafeRoom2 ApplyContext "SaidC6M2SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M2_SafeRoomConvo19Coach } Response DLC1_C6M2_SafeRoomConvo19bCoach { scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo18.vcd" then Mechanic DLC1_C6M2_SafeRoomConvo19c foo:0 -8.355 //[happily] I bet I'm losin' some serious weight! [laughs proudly] Two more days, I'll be takin' my BELT in a notch. } Rule DLC1_C6M2_SafeRoomConvo19bCoach { criteria ConceptDLC1_C6M2_SafeRoomConvo19b IsCoach Response DLC1_C6M2_SafeRoomConvo19bCoach } Response DLC1_C6M2_SafeRoomConvo19dCoach { scene "scenes/Coach/DLC1_C6M2_SafeRoomConvo19.vcd" then Mechanic DLC1_C6M2_SafeRoomConvo19e foo:0 -1.762 //Man, I forgot about that. } Rule DLC1_C6M2_SafeRoomConvo19dCoach { criteria ConceptDLC1_C6M2_SafeRoomConvo19d IsCoach Response DLC1_C6M2_SafeRoomConvo19dCoach } Response WorldC6M2_InSewer101aCoach { scene "scenes/Coach/DLC1_C6M2_Phase2InWater01.vcd" //Nick my man, face it. We are walkin' through shit. } Rule WorldC6M2_InSewer101aCoach { criteria ConceptWorldC6M2_InSewer101a IsCoach Response WorldC6M2_InSewer101aCoach } Response WorldC6M2_InSewer102aCoach { scene "scenes/Coach/DLC1_C6M2_Phase2InWater02.vcd" //Hey Nick, try and keep your head above water. scene "scenes/Coach/DLC1_C6M2_Phase2InWater03.vcd" //Don't trip, Nick. [laughs] scene "scenes/Coach/DLC1_C6M2_Phase2InWater04.vcd" then Gambler WorldC6M2_InSewer102b foo:0 -3.563 //Gotta keep your head above water, man.[laughs] scene "scenes/Coach/DLC1_C6M2_Phase2InWater05.vcd" then Gambler WorldC6M2_InSewer102b foo:0 -4.289 //Nick, if I give you a piggy back ride, will you shut up about the sewer? scene "scenes/Coach/DLC1_C6M2_Phase2InWater06.vcd" then Gambler WorldC6M2_InSewer102b foo:0 -5.061 //Nick, if I give you a piggy back ride, will you shut up about the sewer? } Rule WorldC6M2_InSewer102aCoach { criteria ConceptWorldC6M2_InSewer102a IsCoach Response WorldC6M2_InSewer102aCoach } Response WorldC6M2_InSewer202aCoach { scene "scenes/Coach/DLC1_C6M2_Phase2InWater07.vcd" //Oh, Jesus! Ellis! } Rule WorldC6M2_InSewer202aCoach { criteria ConceptWorldC6M2_InSewer202a IsCoach Response WorldC6M2_InSewer202aCoach } Response WorldC6M2_InSewerLadder101aCoach { scene "scenes/Coach/DLC1_C6M2_Phase2InWater08.vcd" //Oh, come on! Jesus! Ellis! } Rule WorldC6M2_InSewerLadder101aCoach { criteria ConceptWorldC6M2_InSewerLadder101a IsCoach Response WorldC6M2_InSewerLadder101aCoach } Response WorldC6M2_OnTourWalk101cCoach { scene "scenes/Coach/DLC1_C6M2_HistoricTour02.vcd" //Yeah. It's a shithole. } Rule WorldC6M2_OnTourWalk101cCoach { criteria ConceptWorldC6M2_OnTourWalk101c IsCoach Response WorldC6M2_OnTourWalk101cCoach } Response WorldC6M2_OnTourWalk103aCoach { scene "scenes/Coach/DLC1_C6M2_HistoricTour05.vcd" //Aw, shut up, Nick scene "scenes/Coach/DLC1_C6M2_HistoricTour06.vcd" //Aw, shut up, Nick } Rule WorldC6M2_OnTourWalk103aCoach { criteria ConceptWorldC6M2_OnTourWalk103a IsCoach Response WorldC6M2_OnTourWalk103aCoach } Response WorldC6M2_Tattoo02b>Coach { scene "scenes/Coach/DLC1_C6M2_Tattoo02.vcd" then Producer WorldC6M2_Tattoo02c> foo:0 -2.512 //Shit, it's allll south of the border. scene "scenes/Coach/DLC1_C6M2_Tattoo03.vcd" then Producer WorldC6M2_Tattoo02d> foo:0 -2.019 //Coach's got a lot of real estate. scene "scenes/Coach/DLC1_C6M2_Tattoo04.vcd" //Hey, Coach keeps his secrets. } Rule WorldC6M2_Tattoo02b>Coach { criteria ConceptWorldC6M2_Tattoo02b> IsCoach Response WorldC6M2_Tattoo02b>Coach } //-------------------------------------------------------------------------------------------------------------- // C6M3 //-------------------------------------------------------------------------------------------------------------- Response C6M3_BridgeDownCoach { scene "scenes/Coach/DLC1_C6M2_Bridge2Up01.vcd" //Bridge here, let's go! scene "scenes/Coach/DLC1_C6M3_FinaleBridgeRun01.vcd" //Get to the car! scene "scenes/Coach/DLC1_C6M3_FinaleBridgeRun01.vcd" //Get to the car! scene "scenes/Coach/DLC1_C6M3_FinaleBridgeRun03.vcd" //Bridge is down, let's go! scene "scenes/Coach/DLC1_C6M3_FinaleBridgeRun03.vcd" //Bridge is down, let's go! scene "scenes/Coach/WorldC1M4B34.vcd" //GET TO THE CAR! scene "scenes/Coach/WorldC1M4B35.vcd" //GET TO THE CAR, PEOPLE! } Rule C6M3_BridgeDownCoach { criteria ConceptC6M3_BridgeDown IsCoach ApplyContext "SaidGetToCar:1:20" applycontexttoworld Response C6M3_BridgeDownCoach } Response C6M3_BridgeGettoCarCoach { scene "scenes/Coach/DLC1_C6M2_Bridge2Up01.vcd" //Bridge here, let's go! scene "scenes/Coach/DLC1_C6M3_FinaleBridgeRun01.vcd" //Get to the car! scene "scenes/Coach/DLC1_C6M3_FinaleBridgeRun01.vcd" //Get to the car! scene "scenes/Coach/DLC1_C6M3_FinaleBridgeRun03.vcd" //Bridge is down, let's go! scene "scenes/Coach/DLC1_C6M3_FinaleBridgeRun03.vcd" //Bridge is down, let's go! scene "scenes/Coach/WorldC1M4B34.vcd" //GET TO THE CAR! scene "scenes/Coach/WorldC1M4B35.vcd" //GET TO THE CAR, PEOPLE! } Rule C6M3_BridgeGettoCarCoach { criteria ConceptGetToVehicle IsCoach IsNotSaidGetToCar Isc6m3_port ApplyContext "SaidGetToCar:1:20" applycontexttoworld Response C6M3_BridgeGettoCarCoach } Response C6M3_elevatorCoach { scene "scenes/Coach/DLC1_C6M3_Elevator01.vcd" predelay ".5" //No messin' around let's get these cans. scene "scenes/Coach/DLC1_C6M3_Elevator03.vcd" predelay ".5" //We do this and get back to the car. scene "scenes/Coach/DLC1_C6M3_Elevator04.vcd" predelay ".5" //Let's fill that generator and then get back to the car. scene "scenes/Coach/DLC1_C6M3_Elevator05.vcd" predelay ".5" //Alright, look, no messin' around let's get these cans. scene "scenes/Coach/DLC1_C6M3_Elevator07.vcd" predelay ".5" //We do this and get back to the car. scene "scenes/Coach/DLC1_C6M3_Elevator08.vcd" predelay ".5" //Let's fill that generator and then get back to the car. } Rule C6M3_elevatorCoach { criteria Conceptc6m3_elevatorCancel IsCoach IsNotSaidC6M3Elevator IsC6M3_port ApplyContext "SaidC6M3Elevator:1:0,Talk:0:0" applycontexttoworld forceweight 1 Response C6M3_elevatorCoach } Response C6M3_elevatorZoeyCoach { scene "scenes/Coach/DLC1_C6M3_Elevator02.vcd" predelay ".5" //Ellis. Keep your mind on the cans not the girl. scene "scenes/Coach/DLC1_C6M3_Elevator06.vcd" predelay ".5" //Ellis. Keep your mind on the cans not the girl. } Rule C6M3_elevatorZoeyCoach { criteria Conceptc6m3_elevatorCancel IsCoach IsNotSaidC6M3Elevator IsC6M3_port IsZoeyIntroActor IsNotVersus ZoeyGroup1 ApplyContext "SaidC6M3Elevator:1:0,Talk:0:0" applycontexttoworld forceweight 1 Response C6M3_elevatorZoeyCoach } Response C6M3_GivenItemBikerCoach { scene "scenes/Coach/DLC1_C6M3_FinaleL4D1Items01.vcd" //Thanks for sharing! scene "scenes/Coach/DLC1_C6M3_FinaleL4D1Items02.vcd" //Thanks my man. scene "scenes/Coach/DLC1_C6M3_FinaleL4D1Items03.vcd" //Man, you guys are all right. scene "scenes/Coach/DLC1_C6M3_FinaleL4D1Items08.vcd" //Thanks my man. scene "scenes/Coach/DLC1_C6M3_FinaleL4D1Items11.vcd" //We owe you one. } Rule C6M3_GivenItemBikerCoach { criteria ConceptPlayerPickup IsCoach IsDonorBiker Isc6m3_portHeavy Response C6M3_GivenItemBikerCoach } Response C6M3_GivenItemTeenGirlCoach { scene "scenes/Coach/DLC1_C6M3_FinaleL4D1Items04.vcd" //Hey, thanks for the supplies. scene "scenes/Coach/DLC1_C6M3_FinaleL4D1Items05.vcd" //We owe you one. scene "scenes/Coach/DLC1_C6M3_FinaleL4D1Items07.vcd" //Thanks for sharing! scene "scenes/Coach/DLC1_C6M3_FinaleL4D1Items09.vcd" //You guys are all right. scene "scenes/Coach/DLC1_C6M3_FinaleL4D1Items10.vcd" //Thanks for the supplies. } Rule C6M3_GivenItemTeenGirlCoach { criteria ConceptPlayerPickup IsCoach IsDonorTeenGirl Isc6m3_portHeavy Response C6M3_GivenItemTeenGirlCoach } Response C6M3SafeRoomCoach { scene "scenes/Coach/blank.vcd" then any C6M3SafeRoom2 foo:0 3 // } Rule C6M3SafeRoomCoach { criteria ConceptTalkIdle Joined3 IsCoach isC6m3_port IsInStartArea AutoIsNotScavenge AutoIsNotSurvival IsNotSaidC6M3SafeRoom IsNotSpeakingWeight0 ApplyContext "SaidC6M3SafeRoom:1:0" applycontexttoworld Response C6M3SafeRoomCoach } Response DLC1_C6M3_SafeRoomConvo02eCoach { scene "scenes/Coach/DLC1_C6M3_SafeRoomConvo01.vcd" //Sometimes you just gotta have faith, Nick. } Rule DLC1_C6M3_SafeRoomConvo02eCoach { criteria ConceptDLC1_C6M3_SafeRoomConvo02e IsCoach IsInStartArea Response DLC1_C6M3_SafeRoomConvo02eCoach } Response DLC1_C6M3_SafeRoomConvo03Coach { scene "scenes/Coach/DLC1_C6M3_SafeRoomConvo02.vcd" then Mechanic DLC1_C6M3_SafeRoomConvo03a foo:0 -2.358 //Ellis. It's showtime, buddy. } Rule DLC1_C6M3_SafeRoomConvo03Coach { criteria ConceptC6M3SafeRoom2 IsCoach IsNotSaidC6M3SafeRoom2 IsZoeyIntroActor ZoeyGroup2 IsInStartArea ApplyContext "SaidC6M3SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M3_SafeRoomConvo03Coach } Response DLC1_C6M3_SafeRoomConvo04Coach { scene "scenes/Coach/DLC1_C6M3_SafeRoomConvo04.vcd" then Mechanic DLC1_C6M3_SafeRoomConvo04a foo:0 -2.981 //Ellis, you ready to meet that Zoey girl again? scene "scenes/Coach/DLC1_C6M3_SafeRoomConvo05.vcd" then Mechanic DLC1_C6M3_SafeRoomConvo04a foo:0 -6.746 //Hey, Ellis, you ready to meet that Zoey girl again? [laughs] } Rule DLC1_C6M3_SafeRoomConvo04Coach { criteria ConceptC6M3SafeRoom2 IsCoach IsNotSaidC6M3SafeRoom2 IsZoeyIntroActor ZoeyGroup4 IsInStartArea ApplyContext "SaidC6M3SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M3_SafeRoomConvo04Coach } Response DLC1_C6M3_SafeRoomConvo08Coach { scene "scenes/Coach/DLC1_C6M3_SafeRoomConvo06.vcd" then Mechanic DLC1_C6M3_SafeRoomConvo08a foo:0 -3.801 //I don't trust that biker. He's probably long gone by now. } Rule DLC1_C6M3_SafeRoomConvo08Coach { criteria ConceptC6M3SafeRoom2 IsCoach IsNotSaidC6M3SafeRoom2 IsFrancisIntroActor IsInStartArea ApplyContext "SaidC6M3SafeRoom2:1:0" applycontexttoworld Response DLC1_C6M3_SafeRoomConvo08Coach } Response DLC1_C6M3_SafeRoomConvo08bCoach { scene "scenes/Coach/DLC1_C6M3_SafeRoomConvo07.vcd" then Mechanic DLC1_C6M3_SafeRoomConvo08c foo:0 -3.689 //Minute we left, bet ya he stole the Jimmy Gibbs Jr. } Rule DLC1_C6M3_SafeRoomConvo08bCoach { criteria ConceptDLC1_C6M3_SafeRoomConvo08b IsCoach IsInStartArea Response DLC1_C6M3_SafeRoomConvo08bCoach } Response IncapBounceCoach { scene "scenes/Coach/blank.vcd" then Biker InCapBounce2 foo:0 0 // } Rule IncapBounceCoach { criteria ConceptSurvivorIncapacitated IsCoach IsNotSaidInCapBounce isC6m3_port ApplyContext "SaidInCapBounce:1:0" applycontexttoworld Response IncapBounceCoach } //-------------------------------------------------------------------------------------------------------------- // Finale Speech //-------------------------------------------------------------------------------------------------------------- Response C6M3_CansDoneCoach { scene "scenes/Coach/DLC1_C6M3_FinaleBridgeRun02.vcd" then any EmphaticArriveRun foo:0 -1.194 //Let's get to the car! } Rule C6M3_CansDoneCoach { criteria Conceptc6m3escapeready IsCoach IsC6M3_Port IsNotSaidc6m3escapeready ApplyContext "Saidc6m3escapeready:1:0,Talk:1:5" applycontexttoworld Response C6M3_CansDoneCoach } //-------------------------------------------------------------------------------------------------------------- // Monster Spotted //-------------------------------------------------------------------------------------------------------------- Response L4D1AlsoSpottedTankCoach { scene "scenes/Coach/DLC1_L4D1Tank01.vcd" //Lead 'em back to the bridge! scene "scenes/Coach/DLC1_L4D1Tank02.vcd" //Lead the tanks back to the bridge! scene "scenes/Coach/DLC1_L4D1Tank03.vcd" odds 1 //Two tanks! scene "scenes/Coach/DLC1_L4D1Tank04.vcd" odds 1 //Shit! Two tanks! scene "scenes/Coach/DLC1_L4D1Tank05.vcd" odds 1 //Shit! Two tanks! } Rule L4D1AlsoSpottedTankCoach { criteria ConceptPlayerAlsoWarnTank IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Isc6m3_port ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60" applycontexttoworld Response L4D1AlsoSpottedTankCoach } Response L4D1SpottedTankCoach { scene "scenes/Coach/DLC1_L4D1Tank01.vcd" //Lead 'em back to the bridge! scene "scenes/Coach/DLC1_L4D1Tank02.vcd" //Lead the tanks back to the bridge! scene "scenes/Coach/DLC1_L4D1Tank03.vcd" odds 1 //Two tanks! scene "scenes/Coach/DLC1_L4D1Tank04.vcd" odds 1 //Shit! Two tanks! scene "scenes/Coach/DLC1_L4D1Tank05.vcd" odds 1 //Shit! Two tanks! } Rule L4D1SpottedTankCoach { criteria ConceptPlayerWarnSpecial IsSpecialTypeTank IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Isc6m3_port IsNotSpeakingWeight0 ApplyContext "SaidTankWarn:1:20,SaidSpecialWarn:1:30,SaidTankWarn2:1:60" applycontexttoworld Response L4D1SpottedTankCoach } Response SurvivorSpottedFallenCoach { norepeat scene "scenes/Coach/DLC1_FallenSurvior03.vcd" //Get that zombie! scene "scenes/Coach/DLC1_FallenSurvior04.vcd" //Kill that zombie, it's got something. scene "scenes/Coach/DLC1_FallenSurvior05.vcd" //Get that zombie! scene "scenes/Coach/DLC1_FallenSurvior06.vcd" //Take that zombie out! } Rule SurvivorSpottedFallenCoach { criteria ConceptPlayerWarnSpecial IsSpecialTypeFallen IsNotCoughing IsCoach IsTalk IsTalkCoach IsWorldTalkCoach IsNotSaidFallenWarn IsNotSpeakingWeight0 ApplyContext "SaidFallenWarn:1:20" applycontexttoworld Response SurvivorSpottedFallenCoach } //-------------------------------------------------------------------------------------------------------------- // Player File //-------------------------------------------------------------------------------------------------------------- Response PlayerWitchChasingC6M1Coach { scene "scenes/Coach/DLC1_C6M1_WeddingWitchChasing01.vcd" //Bride's chasing me! scene "scenes/Coach/DLC1_C6M1_WeddingWitchChasing02.vcd" //Ugly brides chasing me! Brides chasing me! scene "scenes/Coach/DLC1_C6M1_WeddingWitchChasing03.vcd" //Kill the bride! Kill the bride! } Rule PlayerWitchChasingC6M1Coach { criteria ConceptPlayerExertionMinor IsCoach IsWitchPresent SubjectIsNotWitch IsNotSaidCoachWitchChasing IsSaidCoachWitchAttacking isc6m1_riverbank ApplyContext "SaidCoachWitchChasing:1:15,TalkCoach:1:2" forceweight 20 Response PlayerWitchChasingC6M1Coach } //-------------------------------------------------------------------------------------------------------------- // Remarkable Vocalize //-------------------------------------------------------------------------------------------------------------- Response PlayerRemarkremark_MidnightRidersBusCoach { scene "scenes/Coach/DLC1_C6M2_MidnightRiders01.vcd" //Man, I think I just saw... nah. scene "scenes/Coach/DLC1_C6M2_MidnightRiders02.vcd" //I must be dreaming. scene "scenes/Coach/DLC1_C6M2_MidnightRiders03.vcd" //I think I just saw... nah. } Rule PlayerRemarkremark_MidnightRidersBusCoach { criteria ConceptRemark IsCoach Isremark_MidnightRidersBus IsNotSaidremark_MidnightRidersBus IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear1500 IsNotSpeakingWeight0 ApplyContext "Saidremark_MidnightRidersBus:1:0" applycontexttoworld Response PlayerRemarkremark_MidnightRidersBusCoach } Response PlayerRemarkWorldC6M1_AcrossHereCoach { scene "scenes/Coach/DLC1_C6M1_BackAlley10.vcd" //Get your ass across the walk-way. } Rule PlayerRemarkWorldC6M1_AcrossHereCoach { criteria ConceptRemark IsCoach IsWorldC6M1_AcrossHere IsNotSaidWorldC6M1_AcrossHere IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_AcrossHere:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_AcrossHereCoach } Response PlayerRemarkWorldC6M1_AlleyBelowCoach { scene "scenes/Coach/DLC1_C6M1_BackAlley02.vcd" //Down this alley. scene "scenes/Coach/DLC1_C6M1_BackAlley03.vcd" //We need to get up there. scene "scenes/Coach/DLC1_C6M1_BackAlley04.vcd" //We have to get into this building. scene "scenes/Coach/DLC1_C6M1_BackAlley05.vcd" //Let's all get up there. scene "scenes/Coach/DLC1_C6M1_BackAlley06.vcd" //Down this alley. scene "scenes/Coach/DLC1_C6M1_BackAlley07.vcd" //Down here. } Rule PlayerRemarkWorldC6M1_AlleyBelowCoach { criteria ConceptRemark IsCoach IsWorldC6M1_AlleyBelow IsNotSaidWorldC6M1_AlleyBelow IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_AlleyBelow:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_AlleyBelowCoach } Response PlayerRemarkWorldC6M1_AlleyIntoBuildingCoach { scene "scenes/Coach/DLC1_C6M1_BackAlley08.vcd" //Into these apartments. scene "scenes/Coach/DLC1_C6M1_BackAlley09.vcd" //Across the walk-way. scene "scenes/Coach/DLC1_C6M1_BackAlley14.vcd" //Y'all get in there. } Rule PlayerRemarkWorldC6M1_AlleyIntoBuildingCoach { criteria ConceptRemark IsCoach IsWorldC6M1_AlleyIntoBuilding IsNotSaidWorldC6M1_AlleyIntoBuilding IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_AlleyIntoBuilding:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_AlleyIntoBuildingCoach } Response PlayerRemarkWorldC6M1_InAptsCoach { scene "scenes/Coach/DLC1_C6M1_BackAlley12.vcd" //In here. scene "scenes/Coach/DLC1_C6M1_BackAlley13.vcd" //Get in there. scene "scenes/Coach/DLC1_C6M1_BackAlley15.vcd" //Search these rooms for supplies. scene "scenes/Coach/DLC1_C6M1_BackAlley16.vcd" //We're goin' this way.. } Rule PlayerRemarkWorldC6M1_InAptsCoach { criteria ConceptRemark IsCoach IsWorldC6M1_InApts IsNotSaidWorldC6M1_InApts IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_InApts:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_InAptsCoach } Response PlayerRemarkWorldC6M1_IntoTheStoreCoach { scene "scenes/Coach/DLC1_C6M1_IntoStore01.vcd" //Through this store. scene "scenes/Coach/DLC1_C6M1_IntoStore02.vcd" //Guns in the store. scene "scenes/Coach/DLC1_C6M1_IntoStore03.vcd" //Let's get in the store. } Rule PlayerRemarkWorldC6M1_IntoTheStoreCoach { criteria ConceptRemark IsCoach IsWorldC6M1_IntoTheStore IsNotSaidWorldC6M1_IntoTheStore IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_IntoTheStore:1:0,JustSaidWorldC6M1_IntoTheStore:1:30" applycontexttoworld Response PlayerRemarkWorldC6M1_IntoTheStoreCoach } Response PlayerRemarkWorldC6M1_PostWeddingCoach { scene "scenes/Coach/DLC1_C6M1_WeddingPostWitch03.vcd" //Check those tents. } Rule PlayerRemarkWorldC6M1_PostWeddingCoach { criteria ConceptRemark IsCoach IsWorldC6M1_PostWedding IsNotSaidWorldC6M1_PostWedding IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear600 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_PostWedding:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_PostWeddingCoach } Response PlayerRemarkWorldC6M1_SafeRoomAlleyCoach { scene "scenes/Coach/DLC1_C6M1_BackAlley01.vcd" //Behind this bus. scene "scenes/Coach/DLC1_C6M1_SafeRoomAhead01.vcd" //Safe room back here! } Rule PlayerRemarkWorldC6M1_SafeRoomAlleyCoach { criteria ConceptRemark IsCoach IsWorldC6M1_SafeRoomAlley IsNotSaidWorldC6M1_SafeRoomAlley IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear600 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_SafeRoomAlley:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_SafeRoomAlleyCoach } Response PlayerRemarkWorldC6M1_ThroughBarCoach { scene "scenes/Coach/MiscDirectional07.vcd" //Through here! scene "scenes/Coach/World05.vcd" //Through here. scene "scenes/Coach/WorldC1M1B139.vcd" //Let's go through here. } Rule PlayerRemarkWorldC6M1_ThroughBarCoach { criteria ConceptRemark IsCoach IsWorldC6M1_ThroughBar IsNotSaidWorldC6M1_ThroughBar IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_ThroughBar:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_ThroughBarCoach } Response PlayerRemarkWorldC6M1_UpHereCoach { scene "scenes/Coach/DLC1_C6M1_BackAlley11.vcd" //Back this way. scene "scenes/Coach/World12.vcd" //Up here. } Rule PlayerRemarkWorldC6M1_UpHereCoach { criteria ConceptRemark IsCoach IsWorldC6M1_UpHere IsNotSaidWorldC6M1_UpHere IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_UpHere:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_UpHereCoach } Response PlayerRemarkWorldC6M1_UpTheStairsCoach { scene "scenes/Coach/DLC1_C6M1_Upstairs01.vcd" //Go upstairs. scene "scenes/Coach/DLC1_C6M1_Upstairs02.vcd" //Let's try upstairs. } Rule PlayerRemarkWorldC6M1_UpTheStairsCoach { criteria ConceptRemark IsCoach IsWorldC6M1_UpTheStairs IsNotSaidWorldC6M1_UpTheStairs IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_UpTheStairs:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_UpTheStairsCoach } Response PlayerRemarkWorldC6M1_UpTheStairs2Coach { scene "scenes/Coach/DLC1_C6M2_UpStairs01.vcd" //Up the stairs. } Rule PlayerRemarkWorldC6M1_UpTheStairs2Coach { criteria ConceptRemark IsCoach IsWorldC6M1_UpTheStairs2 IsNotSaidWorldC6M1_UpTheStairs2 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_UpTheStairs2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_UpTheStairs2Coach } Response PlayerRemarkWorldC6M1_WeddingWarnCoach { scene "scenes/Coach/DLC1_C6M1_Wedding01.vcd" then Producer RemWorldC6M1_WeddingWarn01 foo:0 -2.989 //Damn. This here wedding didn't end well. scene "scenes/Coach/DLC1_C6M1_Wedding02.vcd" then Any RemWorldC6M1_WeddingWarn02 foo:0 -2.843 //Look, uh, anyone see the wedding cake? scene "scenes/Coach/DLC1_C6M1_Wedding03.vcd" then Any RemWorldC6M1_WeddingWarn02 foo:0 -1.235 //Anyone see the wedding cake? scene "scenes/Coach/DLC1_C6M1_Wedding04.vcd" then Any RemWorldC6M1_WeddingWarn02 foo:0 -3.711 //Bride. Wedding. Gotta be cake around here somewhere. scene "scenes/Coach/DLC1_C6M1_Wedding05.vcd" //Bride. Wedding. Gotta be cake around here somewhere. scene "scenes/Coach/DLC1_C6M1_Wedding06.vcd" then Any RemWorldC6M1_WeddingWarn02 foo:0 -3.403 //Shhh.. does anyone see the wedding cake. } Rule PlayerRemarkWorldC6M1_WeddingWarnCoach { criteria ConceptRemark IsCoach IsWorldC6M1_WeddingWarn IsNotSaidWorldC6M1_WeddingWarn IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_WeddingWarn:1:0" applycontexttoworld Response PlayerRemarkWorldC6M1_WeddingWarnCoach } Response PlayerRemarkWorldC6M1_WeddingWarn1Coach { scene "scenes/Coach/DLC1_C6M1_Wedding01.vcd" then Producer RemWorldC6M1_WeddingWarn01 foo:0 -2.989 //Damn. This here wedding didn't end well. scene "scenes/Coach/DLC1_C6M1_Wedding02.vcd" then Any RemWorldC6M1_WeddingWarn02 foo:0 -2.843 //Look, uh, anyone see the wedding cake? scene "scenes/Coach/DLC1_C6M1_Wedding03.vcd" then Any RemWorldC6M1_WeddingWarn02 foo:0 -1.235 //Anyone see the wedding cake? scene "scenes/Coach/DLC1_C6M1_Wedding04.vcd" then Any RemWorldC6M1_WeddingWarn02 foo:0 -3.711 //Bride. Wedding. Gotta be cake around here somewhere. scene "scenes/Coach/DLC1_C6M1_Wedding05.vcd" //Bride. Wedding. Gotta be cake around here somewhere. scene "scenes/Coach/DLC1_C6M1_Wedding06.vcd" then Any RemWorldC6M1_WeddingWarn02 foo:0 -3.403 //Shhh.. does anyone see the wedding cake. } Rule PlayerRemarkWorldC6M1_WeddingWarn1Coach { criteria ConceptRemark IsCoach IsWorldC6M1_WeddingWarn1 IsNotSaidWorldC6M1_WeddingWarn IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_WeddingWarn:1:0,AtWedding:1:60" applycontexttoworld Response PlayerRemarkWorldC6M1_WeddingWarn1Coach } Response PlayerRemarkWorldC6M1_WeddingWarn2Coach { scene "scenes/Coach/DLC1_C6M1_Wedding01.vcd" then Producer RemWorldC6M1_WeddingWarn01 foo:0 -2.989 //Damn. This here wedding didn't end well. scene "scenes/Coach/DLC1_C6M1_Wedding02.vcd" then Any RemWorldC6M1_WeddingWarn02 foo:0 -2.843 //Look, uh, anyone see the wedding cake? scene "scenes/Coach/DLC1_C6M1_Wedding03.vcd" then Any RemWorldC6M1_WeddingWarn02 foo:0 -1.235 //Anyone see the wedding cake? scene "scenes/Coach/DLC1_C6M1_Wedding04.vcd" then Any RemWorldC6M1_WeddingWarn02 foo:0 -3.711 //Bride. Wedding. Gotta be cake around here somewhere. scene "scenes/Coach/DLC1_C6M1_Wedding05.vcd" //Bride. Wedding. Gotta be cake around here somewhere. scene "scenes/Coach/DLC1_C6M1_Wedding06.vcd" then Any RemWorldC6M1_WeddingWarn02 foo:0 -3.403 //Shhh.. does anyone see the wedding cake. } Rule PlayerRemarkWorldC6M1_WeddingWarn2Coach { criteria ConceptRemark IsCoach IsWorldC6M1_WeddingWarn2 IsNotSaidWorldC6M1_WeddingWarn IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_WeddingWarn:1:0,AtWedding:1:60" applycontexttoworld Response PlayerRemarkWorldC6M1_WeddingWarn2Coach } Response PlayerRemarkWorldC6M1_WeddingWarn3Coach { scene "scenes/Coach/DLC1_C6M1_Wedding01.vcd" then Producer RemWorldC6M1_WeddingWarn01 foo:0 -2.989 //Damn. This here wedding didn't end well. scene "scenes/Coach/DLC1_C6M1_Wedding02.vcd" then Any RemWorldC6M1_WeddingWarn02 foo:0 -2.843 //Look, uh, anyone see the wedding cake? scene "scenes/Coach/DLC1_C6M1_Wedding03.vcd" then Any RemWorldC6M1_WeddingWarn02 foo:0 -1.235 //Anyone see the wedding cake? scene "scenes/Coach/DLC1_C6M1_Wedding04.vcd" then Any RemWorldC6M1_WeddingWarn02 foo:0 -3.711 //Bride. Wedding. Gotta be cake around here somewhere. scene "scenes/Coach/DLC1_C6M1_Wedding05.vcd" //Bride. Wedding. Gotta be cake around here somewhere. scene "scenes/Coach/DLC1_C6M1_Wedding06.vcd" then Any RemWorldC6M1_WeddingWarn02 foo:0 -3.403 //Shhh.. does anyone see the wedding cake. } Rule PlayerRemarkWorldC6M1_WeddingWarn3Coach { criteria ConceptRemark IsCoach IsWorldC6M1_WeddingWarn3 IsNotSaidWorldC6M1_WeddingWarn IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M1_WeddingWarn:1:0,AtWedding:1:60" applycontexttoworld Response PlayerRemarkWorldC6M1_WeddingWarn3Coach } Response PlayerRemarkWorldC6M2_AcrossPlankCoach { scene "scenes/Coach/DLC1_C6M2_OverPlank01.vcd" //Over this plank. scene "scenes/Coach/DLC1_C6M2_OverPlank02.vcd" //Hurry up and get your asses over this plank. scene "scenes/Coach/DLC1_C6M2_OverPlank03.vcd" //Oh shit, do not look down. scene "scenes/Coach/DLC1_C6M2_OverPlank04.vcd" //Easy now, don't be playin' on this board. } Rule PlayerRemarkWorldC6M2_AcrossPlankCoach { criteria ConceptRemark IsCoach IsWorldC6M2_AcrossPlank IsNotSaidWorldC6M2_AcrossPlank IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear250 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_AcrossPlank:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_AcrossPlankCoach } Response PlayerRemarkWorldC6M2_AfterGate1Coach { scene "scenes/Coach/DLC1_C6M2_Phase2InWater10.vcd" //Don't stop people! scene "scenes/Coach/DLC1_C6M2_Phase2InWater12.vcd" //Alright, let's keep moving. Unless Nick wants to stop and take a bath } Rule PlayerRemarkWorldC6M2_AfterGate1Coach { criteria ConceptRemark IsCoach IsWorldC6M2_AfterGate1 IsNotSaidWorldC6M2_AfterGate1 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear500 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_AfterGate1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_AfterGate1Coach } Response PlayerRemarkWorldC6M2_AfterGate2Coach { scene "scenes/Coach/DLC1_C6M2_InWaterFindLadder01.vcd" //There's gotta be a ladder here somewhere. scene "scenes/Coach/DLC1_C6M2_InWaterFindLadder02.vcd" //Let's find ourselves a ladder. scene "scenes/Coach/DLC1_C6M2_InWaterFindLadder03.vcd" //Holla if you see a ladder. scene "scenes/Coach/DLC1_C6M2_InWaterFindLadder04.vcd" //We need to get on the catwalks. scene "scenes/Coach/DLC1_C6M2_InWaterFindLadder05.vcd" //We need to get out of this shit. scene "scenes/Coach/DLC1_C6M2_InWaterFindLadder06.vcd" //Keep running, that alarm ain't goin' off. scene "scenes/Coach/DLC1_C6M2_InWaterFindLadder07.vcd" //That alarm is gonna keep goin'! } Rule PlayerRemarkWorldC6M2_AfterGate2Coach { criteria ConceptRemark IsCoach IsWorldC6M2_AfterGate2 IsNotSaidWorldC6M2_AfterGate2 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear500 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_AfterGate2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_AfterGate2Coach } Response PlayerRemarkWorldC6M2_DownHereCoach { scene "scenes/Coach/DLC1_C6M1_BackAlley07.vcd" //Down here. scene "scenes/Coach/MiscDirectional34.vcd" //We can get down here! scene "scenes/Coach/World08.vcd" //Down here. scene "scenes/Coach/WorldC2M114.vcd" //Down here. } Rule PlayerRemarkWorldC6M2_DownHereCoach { criteria ConceptRemark IsCoach IsWorldC6M2_DownHere IsNotSaidWorldC6M2_DownHere IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_DownHere:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_DownHereCoach } Response PlayerRemarkWorldC6M2_DownIntoBuildingCoach { scene "scenes/Coach/DLC1_C6M2_UpThroughBuilding01.vcd" //Through this building. scene "scenes/Coach/DLC1_C6M2_UpThroughBuilding02.vcd" //In here. scene "scenes/Coach/DLC1_C6M2_UpThroughBuilding03.vcd" //Down these stairs. scene "scenes/Coach/DLC1_C6M2_UpThroughBuilding04.vcd" //Get in there. scene "scenes/Coach/DLC1_C6M2_UpThroughBuilding05.vcd" //Everyone get in there. } Rule PlayerRemarkWorldC6M2_DownIntoBuildingCoach { criteria ConceptRemark IsCoach IsWorldC6M2_DownIntoBuilding IsNotSaidWorldC6M2_DownIntoBuilding IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear400 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_DownIntoBuilding:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_DownIntoBuildingCoach } Response PlayerRemarkWorldC6M2_FinalLadderCoach { scene "scenes/Coach/DLC1_C6M2_Bridge2Up02.vcd" //Come on, let's get out of this sewer! scene "scenes/Coach/DLC1_C6M2_UpLadder01.vcd" //A ladder! scene "scenes/Coach/DLC1_C6M2_UpLadder02.vcd" //Up that ladder! } Rule PlayerRemarkWorldC6M2_FinalLadderCoach { criteria ConceptRemark IsCoach IsWorldC6M2_FinalLadder IsNotSaidWorldC6M2_FinalLadder IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_FinalLadder:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_FinalLadderCoach } Response PlayerRemarkWorldC6M2_FinalWaterCoach { scene "scenes/Coach/DLC1_C6M2_FinalWater01.vcd" //Back in the water. scene "scenes/Coach/DLC1_C6M2_FinalWater02.vcd" //Back in the water! scene "scenes/Coach/DLC1_C6M2_FinalWater03.vcd" //Ah hell, more water. scene "scenes/Coach/DLC1_C6M2_FinalWater04.vcd" //Ah hell, back in the water! } Rule PlayerRemarkWorldC6M2_FinalWaterCoach { criteria ConceptRemark IsCoach IsWorldC6M2_FinalWater IsNotSaidWorldC6M2_FinalWater IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_FinalWater:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_FinalWaterCoach } Response PlayerRemarkWorldC6M2_FinalWaterGoGoCoach { scene "scenes/Coach/DLC1_C6M2_Phase2InWater10.vcd" //Don't stop people! scene "scenes/Coach/WorldC4M2B29.vcd" //KEEP MOVING! } Rule PlayerRemarkWorldC6M2_FinalWaterGoGoCoach { criteria ConceptRemark IsCoach IsWorldC6M2_FinalWaterGoGo IsNotSaidWorldC6M2_FinalWaterGoGo IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_FinalWaterGoGo:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_FinalWaterGoGoCoach } Response PlayerRemarkWorldC6M2_InJazzClubCoach { scene "scenes/Coach/DLC1_C6M2_JazzClub01.vcd" //Into the Jazz Club. scene "scenes/Coach/DLC1_C6M2_JazzClub02.vcd" //Tour's in the Jazz Club. } Rule PlayerRemarkWorldC6M2_InJazzClubCoach { criteria ConceptRemark IsCoach IsWorldC6M2_InJazzClub IsNotSaidWorldC6M2_InJazzClub IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear1000 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_InJazzClub:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_InJazzClubCoach } Response PlayerRemarkWorldC6M2_InSewer1Coach { scene "scenes/Coach/DLC1_C6M2_Phase2InWater11.vcd" //Come on now, let's just get through this shit. } Rule PlayerRemarkWorldC6M2_InSewer1Coach { criteria ConceptRemark IsCoach IsWorldC6M2_InSewer1 IsNotSaidWorldC6M2_InSewer1 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_InSewer1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_InSewer1Coach } Response PlayerRemarkWorldC6M2_InSewerLadder1Coach { scene "scenes/Coach/DLC1_C6M2_UpLadder101.vcd" //Let's get out of the water. scene "scenes/Coach/DLC1_C6M2_UpLadder102.vcd" //Everybody up there! scene "scenes/Coach/DLC1_C6M2_UpLadder103.vcd" //All right, out of the water. scene "scenes/Coach/DLC1_C6M2_UpLadder104.vcd" //Everyone up there! } Rule PlayerRemarkWorldC6M2_InSewerLadder1Coach { criteria ConceptRemark IsCoach IsWorldC6M2_InSewerLadder1 IsNotSaidWorldC6M2_InSewerLadder1 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_InSewerLadder1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_InSewerLadder1Coach } Response PlayerRemarkWorldC6M2_IntoConstructionCoach { scene "scenes/Coach/DLC1_C6M2_ConstructionSite01.vcd" //Let's get down there. scene "scenes/Coach/DLC1_C6M2_ConstructionSite02.vcd" //Down by the pipe. } Rule PlayerRemarkWorldC6M2_IntoConstructionCoach { criteria ConceptRemark IsCoach IsWorldC6M2_IntoConstruction IsNotSaidWorldC6M2_IntoConstruction IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear150 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_IntoConstruction:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_IntoConstructionCoach } Response PlayerRemarkWorldC6M2_IntoPoolHallCoach { scene "scenes/Coach/DLC1_C6M2_IntoPoolHall01.vcd" //Into the pool hall. scene "scenes/Coach/DLC1_C6M2_IntoPoolHall02.vcd" //Get into the pool hall. scene "scenes/Coach/DLC1_C6M2_IntoPoolHall03.vcd" //Go through these windows. } Rule PlayerRemarkWorldC6M2_IntoPoolHallCoach { criteria ConceptRemark IsCoach IsWorldC6M2_IntoPoolHall IsNotSaidWorldC6M2_IntoPoolHall IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_IntoPoolHall:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_IntoPoolHallCoach } Response PlayerRemarkWorldC6M2_JukeBoxCoach { scene "scenes/Coach/DLC1_C6M2_StartingJukeBox01.vcd" //This jukebox is all right. scene "scenes/Coach/DLC1_C6M2_StartingJukeBox02.vcd" //Oh shit, this thing is still on! } Rule PlayerRemarkWorldC6M2_JukeBoxCoach { criteria ConceptRemark IsCoach IsWorldC6M2_JukeBox IsNotSaidWorldC6M2_JukeBox IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear150 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_JukeBox:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_JukeBoxCoach } Response PlayerRemarkWorldC6M2_JumpDownCoach { scene "scenes/Coach/DLC1_C6M2_Phase2JumpInWater01.vcd" //Together people. scene "scenes/Coach/DLC1_C6M2_Phase2JumpInWater02.vcd" //Don't get left behind. } Rule PlayerRemarkWorldC6M2_JumpDownCoach { criteria ConceptRemark IsCoach IsWorldC6M2_JumpDown IsNotSaidWorldC6M2_JumpDown IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_JumpDown:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_JumpDownCoach } Response PlayerRemarkWorldC6M2_OnTourWalk1Coach { scene "scenes/Coach/DLC1_C6M2_HistoricTour01.vcd" then Any WorldC6M2_OnTourWalk101a foo:0 -2.374 //Man, this is a real... scene "scenes/Coach/DLC1_C6M2_HistoricTour03.vcd" then Gambler WorldC6M2_OnTourWalk102a foo:0 -7.934 //Man, LOOK at all this, uh... uh... Aw, this tour is bullshit. scene "scenes/Coach/DLC1_C6M2_HistoricTour04.vcd" then Gambler WorldC6M2_OnTourWalk102a foo:0 -8.633 //Man, LOOK at all this, uh... uh... Aw, man, this tour is bullshit. scene "scenes/Coach/DLC1_C6M2_HistoricTour09.vcd" //Shit, they must have locked up all the history to keep it safe. } Rule PlayerRemarkWorldC6M2_OnTourWalk1Coach { criteria ConceptRemark IsCoach IsWorldC6M2_OnTourWalk1 IsNotSaidWorldC6M2_OnTourWalk1 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_OnTourWalk1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_OnTourWalk1Coach } Response PlayerRemarkWorldC6M2_OnTourWalk2Coach { scene "scenes/Coach/DLC1_C6M2_HistoricTour07.vcd" //Keep to the walkway. scene "scenes/Coach/DLC1_C6M2_HistoricTour08.vcd" //Follow the walkway. } Rule PlayerRemarkWorldC6M2_OnTourWalk2Coach { criteria ConceptRemark IsCoach IsWorldC6M2_OnTourWalk2 IsNotSaidWorldC6M2_OnTourWalk2 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_OnTourWalk2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_OnTourWalk2Coach } Response PlayerRemarkWorldC6M2_OpenGate1Coach { scene "scenes/Coach/DLC1_C6M1_AlarmDoor01.vcd" //This here door is going to sound when we open it. scene "scenes/Coach/DLC1_C6M1_AlarmDoor02.vcd" //You know this shit's going to get loud. scene "scenes/Coach/DLC1_C6M1_AlarmDoor03.vcd" //Let's get ready before we open that door. scene "scenes/Coach/DLC1_C6M2_Bridge1Raise03.vcd" //Shit, we gotta hit that button. scene "scenes/Coach/DLC1_C6M2_Bridge1Raise04.vcd" //This looks like the only way. } Rule PlayerRemarkWorldC6M2_OpenGate1Coach { criteria ConceptRemark IsCoach IsWorldC6M2_OpenGate1 IsNotSaidWorldC6M2_OpenGate1 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IsNotSaidOpenedGate1 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_OpenGate1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_OpenGate1Coach } Response PlayerRemarkWorldC6M2_OpenGate2Coach { scene "scenes/Coach/DLC1_C6M2_Bridge2Raise02.vcd" //Second time better be the charm. scene "scenes/Coach/DLC1_C6M2_Bridge2Raise03.vcd" //Oh damn, another one of these things? scene "scenes/Coach/DLC1_C6M2_Bridge2Raise04.vcd" //Ellis, don't break it this time. } Rule PlayerRemarkWorldC6M2_OpenGate2Coach { criteria ConceptRemark IsCoach IsWorldC6M2_OpenGate2 IsNotSaidWorldC6M2_OpenGate2 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IsNotSaidOpenedGate2 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_OpenGate2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_OpenGate2Coach } Response PlayerRemarkWorldC6M2_Phase2Coach { scene "scenes/Coach/DLC1_C6M2_Phase201.vcd" //Tour's over? Shit. scene "scenes/Coach/DLC1_C6M2_Phase202.vcd" //Tour's over? Bullshit. scene "scenes/Coach/DLC1_C6M2_Phase204.vcd" //Phase two my ass. scene "scenes/Coach/DLC1_C6M2_Phase205.vcd" //Phase two coming in 2010? Shit phase one ain't done. } Rule PlayerRemarkWorldC6M2_Phase2Coach { criteria ConceptRemark IsCoach IsWorldC6M2_Phase2 IsNotSaidWorldC6M2_Phase2 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Phase2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_Phase2Coach } Response PlayerRemarkWorldC6M2_Phase2DownCoach { scene "scenes/Coach/DLC1_C6M2_Phase207.vcd" //Down the stairs. } Rule PlayerRemarkWorldC6M2_Phase2DownCoach { criteria ConceptRemark IsCoach IsWorldC6M2_Phase2Down IsNotSaidWorldC6M2_Phase2Down IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Phase2Down:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_Phase2DownCoach } Response PlayerRemarkWorldC6M2_Phase2DownIntenseCoach { scene "scenes/Coach/DLC1_C6M2_Phase208.vcd" //Get your asses down the stairs! scene "scenes/Coach/DLC1_C6M2_Phase209.vcd" //Come on, y'all, haul ass down the stairs! scene "scenes/Coach/DLC1_C6M2_Phase210.vcd" //Haul ass down the stairs! scene "scenes/Coach/DLC1_C6M2_Phase211.vcd" //DOWN DOWN DOWN! } Rule PlayerRemarkWorldC6M2_Phase2DownIntenseCoach { criteria ConceptRemark IsCoach IsWorldC6M2_Phase2Down IsNotSaidWorldC6M2_Phase2Down IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IntensityOver75 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Phase2Down:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_Phase2DownIntenseCoach } Response PlayerRemarkWorldC6M2_PostGate1xCoach { scene "scenes/Coach/DLC1_C6M2_BridgeCollapse01.vcd" //Damn, back in water people. scene "scenes/Coach/DLC1_C6M2_BridgeCollapse02.vcd" //Let's just get this over with. scene "scenes/Coach/DLC1_C6M2_BridgeCollapse03.vcd" //Can't stay up here all day y'all. scene "scenes/Coach/DLC1_C6M2_BridgeCollapse04.vcd" //One more time! } Rule PlayerRemarkWorldC6M2_PostGate1xCoach { criteria ConceptRemark IsCoach IsWorldC6M2_PostGate1 IsNotSaidWorldC6M2_PostGate1 IsNotCoughing IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IsSaidOpenedGate1 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_PostGate1:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_PostGate1xCoach } Response PlayerRemarkWorldC6M2_SafeRoomCoach { scene "scenes/Coach/DLC1_C6M2_Saferoom01.vcd" //Saferoom and it's dry! scene "scenes/Coach/DLC1_C6M2_Saferoom02.vcd" //Man, that bridge's gotta be close! } Rule PlayerRemarkWorldC6M2_SafeRoomCoach { criteria ConceptRemark IsCoach IsWorldC6M2_SafeRoom IsNotSaidWorldC6M2_SafeRoom IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear800 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_SafeRoom:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_SafeRoomCoach } Response PlayerRemarkWorldC6M2_SuitcaseCoach { scene "scenes/Coach/DLC1_C6M2_SuitcasePistols01.vcd" //[singing] "...a suitcase full of pistols and MON-NAY!" } Rule PlayerRemarkWorldC6M2_SuitcaseCoach { criteria ConceptRemark IsCoach IsWorldC6M2_Suitcase IsNotSaidWorldC6M2_Suitcase IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear100 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Suitcase:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_SuitcaseCoach } Response PlayerRemarkWorldC6M2_TattooC&RCoach { scene "scenes/Coach/DLC1_C6M2_Tattoo01.vcd" then Producer WorldC6M2_Tattoo02a> foo:0 -5.016 //I got that one, that one-hell, I got most of these. } Rule PlayerRemarkWorldC6M2_TattooC&RCoach { criteria ConceptRemark IsCoach IsWorldC6M2_Tattoo IsNotSaidWorldC6M2_Tattoo IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 IsProducerNear800Weight0 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_Tattoo:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_TattooC&RCoach } Response PlayerRemarkWorldC6M2_TourEntranceCoach { scene "scenes/Coach/DLC1_C6M2_TicketCounter01.vcd" //Here we go, under the river. } Rule PlayerRemarkWorldC6M2_TourEntranceCoach { criteria ConceptRemark IsCoach IsWorldC6M2_TourEntrance IsNotSaidWorldC6M2_TourEntrance IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_TourEntrance:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_TourEntranceCoach } Response PlayerRemarkWorldC6M2_UpCatWalkCoach { scene "scenes/Coach/DLC1_C6M2_UpCatwalk01.vcd" //A ladder! scene "scenes/Coach/DLC1_C6M2_UpCatwalk02.vcd" //Ladder! scene "scenes/Coach/DLC1_C6M2_UpCatwalk03.vcd" //Thank you Jesus, a ladder! } Rule PlayerRemarkWorldC6M2_UpCatWalkCoach { criteria ConceptRemark IsCoach IsWorldC6M2_UpCatWalk IsNotSaidWorldC6M2_UpCatWalk IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_UpCatWalk:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_UpCatWalkCoach } Response PlayerRemarkWorldC6M2_UpStairsCoach { scene "scenes/Coach/DLC1_C6M2_UpStairs01.vcd" //Up the stairs. scene "scenes/Coach/DLC1_C6M2_UpStairs02.vcd" //Let's get up to that street. } Rule PlayerRemarkWorldC6M2_UpStairsCoach { criteria ConceptRemark IsCoach IsWorldC6M2_UpStairs IsNotSaidWorldC6M2_UpStairs IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_UpStairs:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_UpStairsCoach } Response PlayerRemarkWorldC6M2_UpStairs2Coach { scene "scenes/Coach/DLC1_C6M1_Upstairs01.vcd" //Go upstairs. scene "scenes/Coach/DLC1_C6M1_Upstairs02.vcd" //Let's try upstairs. } Rule PlayerRemarkWorldC6M2_UpStairs2Coach { criteria ConceptRemark IsCoach IsWorldC6M2_UpStairs2 IsNotSaidWorldC6M2_UpStairs2 IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M2_UpStairs2:1:0" applycontexttoworld Response PlayerRemarkWorldC6M2_UpStairs2Coach } Response PlayerRemarkWorldC6M3_BridgeRunCoach { scene "scenes/Coach/DLC1_C6M3_FinaleBridgeRun04.vcd" then Any WorldC6M3_ByBridge01 foo:0 -3.325 //Come on people, GET TO THE CAR! GET TO THE CAR! scene "scenes/Coach/DLC1_C6M3_FinaleBridgeRun05.vcd" then Any WorldC6M3_ByBridge01 foo:0 -1.752 //We gotta run, GO! } Rule PlayerRemarkWorldC6M3_BridgeRunCoach { criteria ConceptRemark IsCoach IsWorldC6M3_BridgeRun IsNotSaidWorldC6M3_BridgeRun IsNotCoughing IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear500 IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M3_BridgeRun:1:0" applycontexttoworld Response PlayerRemarkWorldC6M3_BridgeRunCoach } Response PlayerRemarkWorldC6M3_ByBridgeCoach { scene "scenes/Coach/DLC1_C6M3_FinaleFinalGas01.vcd" //You three keep safe. scene "scenes/Coach/DLC1_C6M3_FinaleFinalGas02.vcd" //We owe you. scene "scenes/Coach/DLC1_C6M3_FinaleFinalGas03.vcd" //You good? See y'all! scene "scenes/Coach/DLC1_C6M3_FinaleFinalGas04.vcd" //Well alright. We're gonna remember y'all. } Rule PlayerRemarkWorldC6M3_ByBridgeCoach { criteria ConceptRemark IsCoach IsWorldC6M3_ByBridge IsNotSaidWorldC6M3_ByBridge IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear300 IsSaidFinalVehicleArrived IsNotSpeakingWeight0 ApplyContext "SaidWorldC6M3_ByBridge:1:0" applycontexttoworld Response PlayerRemarkWorldC6M3_ByBridgeCoach } Response PlayerRemarkWorldFootLockerCoach { scene "scenes/Coach/DLC1_FootLocker03.vcd" //Open up the locker. scene "scenes/Coach/DLC1_FootLocker04.vcd" //Open the bitch up. scene "scenes/Coach/DLC1_FootLocker05.vcd" //Search the lockers. } Rule PlayerRemarkWorldFootLockerCoach { criteria ConceptRemark IsCoach IsWorldFootLocker IsNotSaidWorldFootLocker IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear500 IsNotSpeakingWeight0 ApplyContext "SaidWorldFootLocker:1:0" applycontexttoworld Response PlayerRemarkWorldFootLockerCoach } //-------------------------------------------------------------------------------------------------------------- // Scavenge //-------------------------------------------------------------------------------------------------------------- Response C6M3_PourFinishedCoach { scene "scenes/Coach/blank.vcd" predelay ".5,1.5" then Manager L4D1_NiceJobPour foo:0 0 // } Rule C6M3_PourFinishedCoach { criteria ConceptPlayerPourFinished IsCoach IsTalk IsTalkCoach IsWorldTalkCoach Isc6m3_port ChanceToFire20Percent ApplyContext "Talk:1:3" Response C6M3_PourFinishedCoach } //-------------------------------------------------------------------------------------------------------------- // Vocalizer //-------------------------------------------------------------------------------------------------------------- Response SurvivorNearFinaleC6M3Coach { scene "scenes/Coach/blank.vcd" // } Rule SurvivorNearFinaleC6M3Coach { criteria ConceptPlayerNearFinale IsNotCoughing IsCoach IsNotSaidFinaleAhead NotInCombat IsTalk IsTalkCoach IsNotIncapacitated IsWorldTalkCoach Isc6m3_port ApplyContext "SaidFinaleAhead:1:0" applycontexttoworld Response SurvivorNearFinaleC6M3Coach } //-------------------------------------------------------------------------------------------------------------- // Vocalizer - Pickups //-------------------------------------------------------------------------------------------------------------- Response SurvivorPickupGolfCLubCoach { scene "scenes/Coach/DLC1_GolfClub03.vcd" //Grabbing a club. scene "scenes/Coach/DLC1_GolfClub04.vcd" //Grabbing a driver. } Rule SurvivorPickupGolfCLubCoach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpGolfClub IsNotSpeaking CoachNotPickedUpItem IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupGolfCLubCoach } Response SurvivorPickupM60Coach { scene "scenes/Coach/DLC1_M6002.vcd" //Grabbing the big gun. scene "scenes/Coach/DLC1_M6003.vcd" //Grabbing the machine gun. scene "scenes/Coach/DLC1_M6004.vcd" //Shit, this is heavy. scene "scenes/Coach/DLC1_M6005.vcd" //This some goddamn firepower. scene "scenes/Coach/DLC1_M6006.vcd" //Grabbing the gun. } Rule SurvivorPickupM60Coach { criteria ConceptPlayerPickup IsNotCoughing IsCoach IsPickedUpM60 IsNotSpeaking CoachNotPickedUpItem IsTalk IsTalkCoach IsWorldTalkCoach ApplyContext "CoachPickedUpItem:1:30" Response SurvivorPickupM60Coach } //-------------------------------------------------------------------------------------------------------------- // Vocalizer Convo (AUTO) //-------------------------------------------------------------------------------------------------------------- Response HistoricTour02aCoach { scene "scenes/Coach/DLC1_C6M1_HistoricSign05.vcd" then Producer HistoricTour02b foo:0 -2.837 //Yeah, it's historic. scene "scenes/Coach/DLC1_C6M1_HistoricSign06.vcd" then Producer HistoricTour02b foo:0 -3.498 //I don't know, goes under the river. } Rule HistoricTour02aCoach { criteria ConceptHistoricTour02a IsCoach Response HistoricTour02aCoach } Response WeddingWitchDead01Coach { scene "scenes/Coach/DLC1_C6M1_WeddingWitchDead01.vcd" //You got problems boy. Deep down problems. } Rule WeddingWitchDead01Coach { criteria ConceptWeddingWitchDead01 IsCoach Response WeddingWitchDead01Coach } Response WeddingWitchDead02Coach { scene "scenes/Coach/DLC1_C6M1_WeddingWitchDead03.vcd" //Yeah, that shit was creeping me out. } Rule WeddingWitchDead02Coach { criteria ConceptWeddingWitchDead02 IsCoach Response WeddingWitchDead02Coach } //-------------------------------------------------------------------------------------------------------------- // Volcalize //-------------------------------------------------------------------------------------------------------------- Response Player.LostCallC6M3Coach { scene "scenes/Coach/blank.vcd" // } Rule Player.LostCallC6M3Coach { criteria ConceptTalkIdle IsCoach IsClosestSurvivorFar3000 IsNotSaidPlayerLostCall Isc6m3_port ChanceToFire100Percent IsNotSpeakingWeight0 ApplyContext "SaidPlayerLostCall:1:50" applycontexttoworld Response Player.LostCallC6M3Coach } //-------------------------------------------------------------------------------------------------------------- // Weapon Spotted //-------------------------------------------------------------------------------------------------------------- Response SurvivorSpottedGolfClubCoach { scene "scenes/Coach/DLC1_GolfClub01.vcd" //Driver here. scene "scenes/Coach/DLC1_GolfClub02.vcd" //Golf club! } Rule SurvivorSpottedGolfClubCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsGolfClub IsWorldTalkCoach IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGolfClubCoach } Response SurvivorSpottedGolfClubAutoCoach { scene "scenes/Coach/DLC1_GolfClub01.vcd" //Driver here. scene "scenes/Coach/DLC1_GolfClub02.vcd" //Golf club! } Rule SurvivorSpottedGolfClubAutoCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsGolfClub IsWorldTalkCoach ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedGolfClubAutoCoach } Response SurvivorSpottedM60Coach { scene "scenes/Coach/DLC1_M6001.vcd" //Big gun! scene "scenes/Coach/DLC1_M6007.vcd" //Here's a big gun! scene "scenes/Coach/DLC1_M6008.vcd" //Big gun! } Rule SurvivorSpottedM60Coach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsSmartLookAuto IsNotInSafeSpot IsNotAlone IsNotSaidSpotWeapons IsNotSaidSpot IsM60 IsWorldTalkCoach IsNotSpeakingWeight0 ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedM60Coach } Response SurvivorSpottedM60AutoCoach { scene "scenes/Coach/DLC1_M6001.vcd" //Big gun! scene "scenes/Coach/DLC1_M6007.vcd" //Here's a big gun! scene "scenes/Coach/DLC1_M6008.vcd" //Big gun! } Rule SurvivorSpottedM60AutoCoach { criteria ConceptPlayerSpotWeapon IsNotCoughing IsCoach IsTalk IsTalkCoach IsNotSmartLookAuto IsM60 IsWorldTalkCoach ApplyContext "SaidSpotWeapons:1:5,SaidSpot:1:20" applycontexttoworld Response SurvivorSpottedM60AutoCoach }