//-------------------------------------------------------------------------------------------------------------- // Engineer Response Rule File //-------------------------------------------------------------------------------------------------------------- Criterion "EngineerIsNotStillonFire" "EngineerOnFire" "!=1" "required" weight 0 Criterion "EngineerIsStillonFire" "EngineerOnFire" "1" "required" weight 0 Criterion "EngineerNotKillSpeech" "EngineerKillSpeech" "!=1" "required" weight 0 Criterion "EngineerNotKillSpeechMelee" "EngineerKillSpeechMelee" "!=1" "required" weight 0 Criterion "EngineerNotSaidHealThanks" "EngineerSaidHealThanks" "!=1" "required" Criterion "IsHelpCapEngineer" "EngineerHelpCap" "1" "required" weight 0 Response PlayerCloakedSpyScoutEngineer { scene "scenes/Player/Engineer/low/48.vcd" } Rule PlayerCloakedSpyScoutEngineer { criteria ConceptPlayerCloakedSpy IsEngineer IsOnScout Response PlayerCloakedSpyScoutEngineer } Response PlayerCloakedSpyDemomanEngineer { scene "scenes/Player/Engineer/low/56.vcd" } Rule PlayerCloakedSpyDemomanEngineer { criteria ConceptPlayerCloakedSpy IsEngineer IsOnDemoman Response PlayerCloakedSpyDemomanEngineer } Response PlayerCloakedSpyEngineerEngineer { scene "scenes/Player/Engineer/low/62.vcd" } Rule PlayerCloakedSpyEngineerEngineer { criteria ConceptPlayerCloakedSpy IsEngineer IsOnEngineer Response PlayerCloakedSpyEngineerEngineer } Response PlayerCloakedSpyHeavyEngineer { scene "scenes/Player/Engineer/low/52.vcd" } Rule PlayerCloakedSpyHeavyEngineer { criteria ConceptPlayerCloakedSpy IsEngineer IsOnHeavy Response PlayerCloakedSpyHeavyEngineer } Response PlayerCloakedSpyMedicEngineer { scene "scenes/Player/Engineer/low/60.vcd" } Rule PlayerCloakedSpyMedicEngineer { criteria ConceptPlayerCloakedSpy IsEngineer IsOnMedic Response PlayerCloakedSpyMedicEngineer } Response PlayerCloakedSpyPyroEngineer { scene "scenes/Player/Engineer/low/54.vcd" } Rule PlayerCloakedSpyPyroEngineer { criteria ConceptPlayerCloakedSpy IsEngineer IsOnPyro Response PlayerCloakedSpyPyroEngineer } Response PlayerCloakedSpySniperEngineer { scene "scenes/Player/Engineer/low/64.vcd" } Rule PlayerCloakedSpySniperEngineer { criteria ConceptPlayerCloakedSpy IsEngineer IsOnSniper Response PlayerCloakedSpySniperEngineer } Response PlayerCloakedSpySoldierEngineer { scene "scenes/Player/Engineer/low/50.vcd" } Rule PlayerCloakedSpySoldierEngineer { criteria ConceptPlayerCloakedSpy IsEngineer IsOnSoldier Response PlayerCloakedSpySoldierEngineer } Response PlayerCloakedSpySpyEngineer { scene "scenes/Player/Engineer/low/58.vcd" scene "scenes/Player/Engineer/low/59.vcd" } Rule PlayerCloakedSpySpyEngineer { criteria ConceptPlayerCloakedSpy IsEngineer IsOnSpy Response PlayerCloakedSpySpyEngineer } Response PlayerDispenserDownEngineer { scene "scenes/Player/Engineer/low/25.vcd" } Rule PlayerDispenserDownEngineer { criteria ConceptLostObject IsDispenser IsEngineer Response PlayerDispenserDownEngineer } Response PlayerSentryDownEngineer { scene "scenes/Player/Engineer/low/26.vcd" } Rule PlayerSentryDownEngineer { criteria ConceptLostObject IsSentryGun IsEngineer Response PlayerSentryDownEngineer } Response PlayerTeleporterDownEngineer { scene "scenes/Player/Engineer/low/27.vcd" } Rule PlayerTeleporterDownEngineer { criteria ConceptLostObject IsTeleporterEntrance IsEngineer Response PlayerTeleporterDownEngineer } //-------------------------------------------------------------------------------------------------------------- // Auto Speech //-------------------------------------------------------------------------------------------------------------- Response HealThanksEngineer { scene "scenes/Player/Engineer/low/181.vcd" scene "scenes/Player/Engineer/low/183.vcd" } Rule HealThanksEngineer { criteria ConceptMedicChargeStopped IsEngineer SuperHighHealthContext EngineerNotSaidHealThanks 50PercentChance ApplyContext "EngineerSaidHealThanks:1:20" Response HealThanksEngineer } Response PlayerRoundStartEngineer { scene "scenes/Player/Engineer/low/31.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/33.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/34.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/35.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/36.vcd" predelay "1.0, 5.0" scene "scenes/Player/Engineer/low/1329.vcd" predelay "1.0, 5.0" } Rule PlayerRoundStartEngineer { criteria ConceptPlayerRoundStart IsEngineer Response PlayerRoundStartEngineer } Response PlayerCappedIntelligenceEngineer { scene "scenes/Player/Engineer/low/19.vcd" scene "scenes/Player/Engineer/low/21.vcd" scene "scenes/Player/Engineer/low/20.vcd" } Rule PlayerCappedIntelligenceEngineer { criteria ConceptPlayerCapturedIntelligence IsEngineer Response PlayerCappedIntelligenceEngineer } Response PlayerCapturedPointEngineer { scene "scenes/Player/Engineer/low/16.vcd" scene "scenes/Player/Engineer/low/18.vcd" scene "scenes/Player/Engineer/low/17.vcd" } Rule PlayerCapturedPointEngineer { criteria ConceptPlayerCapturedPoint IsEngineer Response PlayerCapturedPointEngineer } Response PlayerSuddenDeathEngineer { scene "scenes/Player/Engineer/low/94.vcd" scene "scenes/Player/Engineer/low/95.vcd" scene "scenes/Player/Engineer/low/96.vcd" scene "scenes/Player/Engineer/low/98.vcd" } Rule PlayerSuddenDeathEngineer { criteria ConceptPlayerSuddenDeathStart IsEngineer Response PlayerSuddenDeathEngineer } Response PlayerStalemateEngineer { scene "scenes/Player/Engineer/low/22.vcd" scene "scenes/Player/Engineer/low/23.vcd" scene "scenes/Player/Engineer/low/24.vcd" } Rule PlayerStalemateEngineer { criteria ConceptPlayerStalemate IsEngineer Response PlayerStalemateEngineer } Response PlayerTeleporterThanksEngineer { scene "scenes/Player/Engineer/low/186.vcd" scene "scenes/Player/Engineer/low/184.vcd" } Rule PlayerTeleporterThanksEngineer { criteria ConceptTeleported IsNotEngineer IsEngineer 30PercentChance Response PlayerTeleporterThanksEngineer } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Combat //-------------------------------------------------------------------------------------------------------------- Response DefendOnThePointEngineer { scene "scenes/Player/Engineer/low/1344.vcd" } Rule DefendOnThePointEngineer { criteria ConceptFireWeapon IsEngineer IsOnFriendlyControlPoint NotDefendOnThePointSpeech ApplyContext "DefendOnThePointSpeech:1:30" applycontexttoworld Response DefendOnThePointEngineer } Response KillTauntsEngineerSpecial { scene "scenes/Player/Engineer/low/148.vcd" scene "scenes/Player/Engineer/low/153.vcd" scene "scenes/Player/Engineer/low/156.vcd" scene "scenes/Player/Engineer/low/157.vcd" } Rule KillTauntsEngineerSpecial { criteria ConceptKilledPlayer IsManyRecentKills WeaponIsSentrygun KilledPlayerDelay EngineerNotKillSpeech IsEngineer 30PercentChance ApplyContext "EngineerKillSpeech:1:10" applycontexttoworld Response KillTauntsEngineerSpecial } Response KilledPlayerManyEngineer { scene "scenes/Player/Engineer/low/151.vcd" scene "scenes/Player/Engineer/low/158.vcd" scene "scenes/Player/Engineer/low/154.vcd" } Rule KilledPlayerManyEngineer { criteria ConceptKilledPlayer IsManyRecentKills 30PercentChance IsWeaponPrimary KilledPlayerDelay EngineerNotKillSpeech IsEngineer ApplyContext "EngineerKillSpeech:1:10" applycontexttoworld Response KilledPlayerManyEngineer } Response KilledPlayerMeleeEngineerEngineer { scene "scenes/Player/Engineer/low/155.vcd" } Rule KilledPlayerMeleeEngineerEngineer { criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance IsWeaponMelee EngineerNotKillSpeechMelee IsEngineer WeaponIsNotSentrygun ApplyContext "EngineerKillSpeechMelee:1:10" applycontexttoworld Response KilledPlayerMeleeEngineerEngineer } Response KilledPlayerVeryManyEngineer { scene "scenes/Player/Engineer/low/147.vcd" } Rule KilledPlayerVeryManyEngineer { criteria ConceptKilledPlayer IsVeryManyRecentKills 50PercentChance IsWeaponPrimary KilledPlayerDelay EngineerNotKillSpeech IsEngineer ApplyContext "EngineerKillSpeech:1:10" applycontexttoworld Response KilledPlayerVeryManyEngineer } Response PlayerKilledCapperEngineer { scene "scenes/Player/Engineer/low/36.vcd" scene "scenes/Player/Engineer/low/1330.vcd" scene "scenes/Player/Engineer/low/42.vcd" scene "scenes/Player/Engineer/low/43.vcd" scene "scenes/Player/Engineer/low/41.vcd" } Rule PlayerKilledCapperEngineer { criteria ConceptCapBlocked IsEngineer ApplyContext "EngineerKillSpeech:1:10" Response PlayerKilledCapperEngineer } Response PlayerKilledDominatingEngineer { scene "scenes/Player/Engineer/low/40.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/39.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/98.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/100.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/1331.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/1335.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/1336.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/101.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/1334.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/102.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/103.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/149.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/164.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/168.vcd" predelay "2.5" } Rule PlayerKilledDominatingEngineer { criteria ConceptKilledPlayer IsEngineer IsDominated ApplyContext "EngineerKillSpeech:1:10" Response PlayerKilledDominatingEngineer } Response PlayerKilledForRevengeEngineer { scene "scenes/Player/Engineer/low/1329.vcd" predelay "2.5" scene "scenes/Player/Engineer/low/44.vcd" predelay "2.5" } Rule PlayerKilledForRevengeEngineer { criteria ConceptKilledPlayer IsEngineer IsRevenge ApplyContext "EngineerKillSpeech:1:10" Response PlayerKilledForRevengeEngineer } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Engineer //-------------------------------------------------------------------------------------------------------------- Response PlayerBuildingDispenserEngineer { scene "scenes/Player/Engineer/low/8.vcd" scene "scenes/Player/Engineer/low/9.vcd" } Rule PlayerBuildingDispenserEngineer { criteria ConceptPlayerBuildingObject IsDispenser IsEngineer Response PlayerBuildingDispenserEngineer } Response PlayerBuildingSentryEngineer { scene "scenes/Player/Engineer/low/12.vcd" scene "scenes/Player/Engineer/low/11.vcd" } Rule PlayerBuildingSentryEngineer { criteria ConceptPlayerBuildingObject IsSentryGun IsEngineer Response PlayerBuildingSentryEngineer } Response PlayerBuildingTeleporterEngineer { scene "scenes/Player/Engineer/low/13.vcd" scene "scenes/Player/Engineer/low/15.vcd" } Rule PlayerBuildingTeleporterEngineer { criteria ConceptPlayerBuildingObject IsTeleporterEntrance IsEngineer Response PlayerBuildingTeleporterEngineer } Response PlayerDispenserSappedEngineer { scene "scenes/Player/Engineer/low/5.vcd" } Rule PlayerDispenserSappedEngineer { criteria ConceptSpySapping IsEngineer IsDispenser Response PlayerDispenserSappedEngineer } Response PlayerSentrySappedEngineer { scene "scenes/Player/Engineer/low/4.vcd" } Rule PlayerSentrySappedEngineer { criteria ConceptSpySapping IsEngineer IsSentryGun Response PlayerSentrySappedEngineer } Response PlayerTeleporterEntranceSappedEngineer { scene "scenes/Player/Engineer/low/6.vcd" } Rule PlayerTeleporterEntranceSappedEngineer { criteria ConceptSpySapping IsEngineer IsTeleporterEntrance Response PlayerTeleporterEntranceSappedEngineer } Response PlayerTeleporterExitSappedEngineer { scene "scenes/Player/Engineer/low/6.vcd" } Rule PlayerTeleporterExitSappedEngineer { criteria ConceptSpySapping IsEngineer IsTeleporterExit Response PlayerTeleporterExitSappedEngineer } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Pain //-------------------------------------------------------------------------------------------------------------- Response PlayerAttackerPainEngineer { scene "scenes/Player/Engineer/low/133.vcd" scene "scenes/Player/Engineer/low/134.vcd" scene "scenes/Player/Engineer/low/135.vcd" scene "scenes/Player/Engineer/low/1254.vcd" scene "scenes/Player/Engineer/low/1255.vcd" scene "scenes/Player/Engineer/low/1256.vcd" scene "scenes/Player/Engineer/low/1257.vcd" } Rule PlayerAttackerPainEngineer { criteria ConceptAttackerPain IsEngineer Response PlayerAttackerPainEngineer } Response PlayerOnFireEngineer { scene "scenes/Player/Engineer/low/28.vcd" scene "scenes/Player/Engineer/low/30.vcd" scene "scenes/Player/Engineer/low/29.vcd" } Rule PlayerOnFireEngineer { criteria ConceptFire IsEngineer EngineerIsNotStillonFire ApplyContext "EngineerOnFire:1:7" Response PlayerOnFireEngineer } Response PlayerPainEngineer { scene "scenes/Player/Engineer/low/136.vcd" scene "scenes/Player/Engineer/low/137.vcd" scene "scenes/Player/Engineer/low/138.vcd" scene "scenes/Player/Engineer/low/1249.vcd" scene "scenes/Player/Engineer/low/1250.vcd" scene "scenes/Player/Engineer/low/1251.vcd" scene "scenes/Player/Engineer/low/1252.vcd" scene "scenes/Player/Engineer/low/1253.vcd" } Rule PlayerPainEngineer { criteria ConceptPain IsEngineer Response PlayerPainEngineer } Response PlayerStillOnFireEngineer { scene "scenes/Player/Engineer/low/1931.vcd" } Rule PlayerStillOnFireEngineer { criteria ConceptFire IsEngineer EngineerIsStillonFire ApplyContext "EngineerOnFire:1:7" Response PlayerStillOnFireEngineer } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 1 //-------------------------------------------------------------------------------------------------------------- Response PlayerGoEngineer { scene "scenes/Player/Engineer/low/69.vcd" scene "scenes/Player/Engineer/low/68.vcd" scene "scenes/Player/Engineer/low/67.vcd" } Rule PlayerGoEngineer { criteria ConceptPlayerGo IsEngineer Response PlayerGoEngineer } Response PlayerHeadLeftEngineer { scene "scenes/Player/Engineer/low/73.vcd" scene "scenes/Player/Engineer/low/75.vcd" } Rule PlayerHeadLeftEngineer { criteria ConceptPlayerLeft IsEngineer Response PlayerHeadLeftEngineer } Response PlayerHeadRightEngineer { scene "scenes/Player/Engineer/low/76.vcd" scene "scenes/Player/Engineer/low/77.vcd" scene "scenes/Player/Engineer/low/78.vcd" } Rule PlayerHeadRightEngineer { criteria ConceptPlayerRight IsEngineer Response PlayerHeadRightEngineer } Response PlayerHelpEngineer { scene "scenes/Player/Engineer/low/79.vcd" scene "scenes/Player/Engineer/low/80.vcd" scene "scenes/Player/Engineer/low/81.vcd" } Rule PlayerHelpEngineer { criteria ConceptPlayerHelp IsEngineer Response PlayerHelpEngineer } Response PlayerHelpCaptureEngineer { scene "scenes/Player/Engineer/low/82.vcd" scene "scenes/Player/Engineer/low/84.vcd" scene "scenes/Player/Engineer/low/83.vcd" } Rule PlayerHelpCaptureEngineer { criteria ConceptPlayerHelp IsEngineer IsOnCappableControlPoint ApplyContext "EngineerHelpCap:1:10" Response PlayerHelpCaptureEngineer } Response PlayerHelpCapture2Engineer { scene "scenes/Player/Engineer/low/161.vcd" scene "scenes/Player/Engineer/low/1344.vcd" } Rule PlayerHelpCapture2Engineer { criteria ConceptPlayerHelp IsEngineer IsOnCappableControlPoint IsHelpCapEngineer Response PlayerHelpCapture2Engineer } Response PlayerHelpDefendEngineer { scene "scenes/Player/Engineer/low/85.vcd" scene "scenes/Player/Engineer/low/86.vcd" scene "scenes/Player/Engineer/low/87.vcd" } Rule PlayerHelpDefendEngineer { criteria ConceptPlayerHelp IsEngineer IsOnFriendlyControlPoint Response PlayerHelpDefendEngineer } Response PlayerMedicEngineer { scene "scenes/Player/Engineer/low/109.vcd" scene "scenes/Player/Engineer/low/107.vcd" scene "scenes/Player/Engineer/low/108.vcd" } Rule PlayerMedicEngineer { criteria ConceptPlayerMedic IsEngineer Response PlayerMedicEngineer } Response PlayerMoveUpEngineer { scene "scenes/Player/Engineer/low/111.vcd" } Rule PlayerMoveUpEngineer { criteria ConceptPlayerMoveUp IsEngineer Response PlayerMoveUpEngineer } Response PlayerNoEngineer { scene "scenes/Player/Engineer/low/127.vcd" scene "scenes/Player/Engineer/low/128.vcd" scene "scenes/Player/Engineer/low/129.vcd" } Rule PlayerNoEngineer { criteria ConceptPlayerNo IsEngineer Response PlayerNoEngineer } Response PlayerThanksEngineer { scene "scenes/Player/Engineer/low/180.vcd" } Rule PlayerThanksEngineer { criteria ConceptPlayerThanks IsEngineer Response PlayerThanksEngineer } Response PlayerYesEngineer { scene "scenes/Player/Engineer/low/187.vcd" scene "scenes/Player/Engineer/low/188.vcd" scene "scenes/Player/Engineer/low/189.vcd" } Rule PlayerYesEngineer { criteria ConceptPlayerYes IsEngineer Response PlayerYesEngineer } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 2 //-------------------------------------------------------------------------------------------------------------- Response PlayerActivateChargeEngineer { scene "scenes/Player/Engineer/low/1.vcd" scene "scenes/Player/Engineer/low/2.vcd" scene "scenes/Player/Engineer/low/3.vcd" } Rule PlayerActivateChargeEngineer { criteria ConceptPlayerActivateCharge IsEngineer Response PlayerActivateChargeEngineer } Response PlayerCloakedSpyEngineer { scene "scenes/Player/Engineer/low/45.vcd" scene "scenes/Player/Engineer/low/47.vcd" scene "scenes/Player/Engineer/low/46.vcd" } Rule PlayerCloakedSpyEngineer { criteria ConceptPlayerCloakedSpy IsEngineer Response PlayerCloakedSpyEngineer } Response PlayerDispenserHereEngineer { scene "scenes/Player/Engineer/low/113.vcd" } Rule PlayerDispenserHereEngineer { criteria ConceptPlayerDispenserHere IsEngineer Response PlayerDispenserHereEngineer } Response PlayerIncomingEngineer { scene "scenes/Player/Engineer/low/88.vcd" scene "scenes/Player/Engineer/low/89.vcd" scene "scenes/Player/Engineer/low/90.vcd" } Rule PlayerIncomingEngineer { criteria ConceptPlayerIncoming IsEngineer Response PlayerIncomingEngineer } Response PlayerSentryAheadEngineer { scene "scenes/Player/Engineer/low/145.vcd" scene "scenes/Player/Engineer/low/146.vcd" } Rule PlayerSentryAheadEngineer { criteria ConceptPlayerSentryAhead IsEngineer Response PlayerSentryAheadEngineer } Response PlayerSentryHereEngineer { scene "scenes/Player/Engineer/low/115.vcd" } Rule PlayerSentryHereEngineer { criteria ConceptPlayerSentryHere IsEngineer Response PlayerSentryHereEngineer } Response PlayerTeleporterHereEngineer { scene "scenes/Player/Engineer/low/117.vcd" scene "scenes/Player/Engineer/low/118.vcd" } Rule PlayerTeleporterHereEngineer { criteria ConceptPlayerTeleporterHere IsEngineer Response PlayerTeleporterHereEngineer } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 3 //-------------------------------------------------------------------------------------------------------------- Response PlayerBattleCryEngineer { scene "scenes/Player/Engineer/low/31.vcd" scene "scenes/Player/Engineer/low/33.vcd" scene "scenes/Player/Engineer/low/34.vcd" scene "scenes/Player/Engineer/low/35.vcd" scene "scenes/Player/Engineer/low/36.vcd" scene "scenes/Player/Engineer/low/1329.vcd" } Rule PlayerBattleCryEngineer { criteria ConceptPlayerBattleCry IsEngineer Response PlayerBattleCryEngineer } Response PlayerCheersEngineer { scene "scenes/Player/Engineer/low/40.vcd" scene "scenes/Player/Engineer/low/1330.vcd" scene "scenes/Player/Engineer/low/42.vcd" scene "scenes/Player/Engineer/low/43.vcd" scene "scenes/Player/Engineer/low/41.vcd" scene "scenes/Player/Engineer/low/39.vcd" scene "scenes/Player/Engineer/low/44.vcd" } Rule PlayerCheersEngineer { criteria ConceptPlayerCheers IsEngineer Response PlayerCheersEngineer } Response PlayerGoodJobEngineer { scene "scenes/Player/Engineer/low/70.vcd" scene "scenes/Player/Engineer/low/72.vcd" scene "scenes/Player/Engineer/low/71.vcd" } Rule PlayerGoodJobEngineer { criteria ConceptPlayerGoodJob IsEngineer Response PlayerGoodJobEngineer } Response PlayerJeersEngineer { scene "scenes/Player/Engineer/low/94.vcd" scene "scenes/Player/Engineer/low/95.vcd" scene "scenes/Player/Engineer/low/96.vcd" scene "scenes/Player/Engineer/low/98.vcd" } Rule PlayerJeersEngineer { criteria ConceptPlayerJeers IsEngineer Response PlayerJeersEngineer } Response PlayerLostPointEngineer { scene "scenes/Player/Engineer/low/1327.vcd" scene "scenes/Player/Engineer/low/1328.vcd" scene "scenes/Player/Engineer/low/119.vcd" scene "scenes/Player/Engineer/low/120.vcd" scene "scenes/Player/Engineer/low/122.vcd" scene "scenes/Player/Engineer/low/121.vcd" scene "scenes/Player/Engineer/low/123.vcd" scene "scenes/Player/Engineer/low/1339.vcd" scene "scenes/Player/Engineer/low/1340.vcd" scene "scenes/Player/Engineer/low/1341.vcd" scene "scenes/Player/Engineer/low/1342.vcd" scene "scenes/Player/Engineer/low/1343.vcd" } Rule PlayerLostPointEngineer { criteria ConceptPlayerLostPoint IsEngineer Response PlayerLostPointEngineer } Response PlayerNegativeEngineer { scene "scenes/Player/Engineer/low/1327.vcd" scene "scenes/Player/Engineer/low/1328.vcd" scene "scenes/Player/Engineer/low/119.vcd" scene "scenes/Player/Engineer/low/120.vcd" scene "scenes/Player/Engineer/low/122.vcd" scene "scenes/Player/Engineer/low/121.vcd" scene "scenes/Player/Engineer/low/123.vcd" scene "scenes/Player/Engineer/low/1339.vcd" scene "scenes/Player/Engineer/low/1340.vcd" scene "scenes/Player/Engineer/low/1341.vcd" scene "scenes/Player/Engineer/low/1342.vcd" scene "scenes/Player/Engineer/low/1343.vcd" } Rule PlayerNegativeEngineer { criteria ConceptPlayerNegative IsEngineer Response PlayerNegativeEngineer } Response PlayerNiceShotEngineer { scene "scenes/Player/Engineer/low/125.vcd" scene "scenes/Player/Engineer/low/126.vcd" scene "scenes/Player/Engineer/low/124.vcd" } Rule PlayerNiceShotEngineer { criteria ConceptPlayerNiceShot IsEngineer Response PlayerNiceShotEngineer } Response PlayerPositiveEngineer { scene "scenes/Player/Engineer/low/139.vcd" } Rule PlayerPositiveEngineer { criteria ConceptPlayerPositive IsEngineer Response PlayerPositiveEngineer } Response PlayerTauntsEngineer { scene "scenes/Player/Engineer/low/1332.vcd" scene "scenes/Player/Engineer/low/1333.vcd" scene "scenes/Player/Engineer/low/105.vcd" scene "scenes/Player/Engineer/low/106.vcd" scene "scenes/Player/Engineer/low/1337.vcd" scene "scenes/Player/Engineer/low/1338.vcd" } Rule PlayerTauntsEngineer { criteria ConceptPlayerTaunts IsEngineer Response PlayerTauntsEngineer }