//-------------------------------------------------------------------------------------------------------------- // Heavy Response Rule File //-------------------------------------------------------------------------------------------------------------- Criterion "HeavyIsKillSpeechObject" "HeavyKillSpeechObject" "1" "required" weight 0 Criterion "HeavyIsNotStillonFire" "HeavyOnFire" "!=1" "required" weight 0 Criterion "HeavyIsStillonFire" "HeavyOnFire" "1" "required" weight 0 Criterion "HeavyNotInvulnerableSpeech" "HeavyInvulnerableSpeech" "!=1" "required" weight 0 Criterion "HeavyNotKillSpeech" "HeavyKillSpeech" "!=1" "required" weight 0 Criterion "HeavyNotKillSpeechMelee" "HeavyKillSpeechMelee" "!=1" "required" weight 0 Criterion "HeavyNotSaidHealThanks" "HeavySaidHealThanks" "!=1" "required" Criterion "IsHelpCapHeavy" "HeavyHelpCap" "1" "required" weight 0 Criterion "NotSaidCartMovingBackwardD" "SaidCartMovingBackwardD" "!=1" "required" weight 0 Criterion "NotSaidCartMovingBackwardO" "SaidCartMovingBackwardO" "!=1" "required" weight 0 Criterion "NotSaidCartMovingForwardD" "SaidCartMovingForwardD" "!=1" "required" weight 0 Criterion "NotSaidCartMovingForwardO" "SaidCartMovingForwardO" "!=1" "required" weight 0 Criterion "NotSaidCartMovingStoppedD" "SaidCartMovingStoppedD" "!=1" "required" weight 0 Criterion "NotSaidCartMovingStoppedO" "SaidCartMovingStoppedO" "!=1" "required" weight 0 Response PlayerCloakedSpyScoutHeavy { scene "scenes/Player/Heavy/low/221.vcd" } Rule PlayerCloakedSpyScoutHeavy { criteria ConceptPlayerCloakedSpy IsHeavy IsOnScout Response PlayerCloakedSpyScoutHeavy } Response PlayerCloakedSpyDemomanHeavy { scene "scenes/Player/Heavy/low/225.vcd" } Rule PlayerCloakedSpyDemomanHeavy { criteria ConceptPlayerCloakedSpy IsHeavy IsOnDemoman Response PlayerCloakedSpyDemomanHeavy } Response PlayerCloakedSpyEngineerHeavy { scene "scenes/Player/Heavy/low/228.vcd" } Rule PlayerCloakedSpyEngineerHeavy { criteria ConceptPlayerCloakedSpy IsHeavy IsOnEngineer Response PlayerCloakedSpyEngineerHeavy } Response PlayerCloakedSpyHeavyHeavy { scene "scenes/Player/Heavy/low/223.vcd" } Rule PlayerCloakedSpyHeavyHeavy { criteria ConceptPlayerCloakedSpy IsHeavy IsOnHeavy Response PlayerCloakedSpyHeavyHeavy } Response PlayerCloakedSpyMedicHeavy { scene "scenes/Player/Heavy/low/227.vcd" } Rule PlayerCloakedSpyMedicHeavy { criteria ConceptPlayerCloakedSpy IsHeavy IsOnMedic Response PlayerCloakedSpyMedicHeavy } Response PlayerCloakedSpyPyroHeavy { scene "scenes/Player/Heavy/low/224.vcd" } Rule PlayerCloakedSpyPyroHeavy { criteria ConceptPlayerCloakedSpy IsHeavy IsOnPyro Response PlayerCloakedSpyPyroHeavy } Response PlayerCloakedSpySniperHeavy { scene "scenes/Player/Heavy/low/229.vcd" } Rule PlayerCloakedSpySniperHeavy { criteria ConceptPlayerCloakedSpy IsHeavy IsOnSniper Response PlayerCloakedSpySniperHeavy } Response PlayerCloakedSpySoldierHeavy { scene "scenes/Player/Heavy/low/222.vcd" } Rule PlayerCloakedSpySoldierHeavy { criteria ConceptPlayerCloakedSpy IsHeavy IsOnSoldier Response PlayerCloakedSpySoldierHeavy } Response PlayerCloakedSpySpyHeavy { scene "scenes/Player/Heavy/low/226.vcd" } Rule PlayerCloakedSpySpyHeavy { criteria ConceptPlayerCloakedSpy IsHeavy IsOnSpy Response PlayerCloakedSpySpyHeavy } //-------------------------------------------------------------------------------------------------------------- // Auto Speech //-------------------------------------------------------------------------------------------------------------- Response HealThanksHeavy { scene "scenes/Player/Heavy/low/344.vcd" scene "scenes/Player/Heavy/low/345.vcd" scene "scenes/Player/Heavy/low/346.vcd" } Rule HealThanksHeavy { criteria ConceptMedicChargeStopped IsHeavy SuperHighHealthContext HeavyNotSaidHealThanks 50PercentChance ApplyContext "HeavySaidHealThanks:1:20" Response HealThanksHeavy } Response PlayerRoundStartHeavy { scene "scenes/Player/Heavy/low/205.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/206.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/207.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/208.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/209.vcd" predelay "1.0, 5.0" scene "scenes/Player/Heavy/low/210.vcd" predelay "1.0, 5.0" } Rule PlayerRoundStartHeavy { criteria ConceptPlayerRoundStart IsHeavy Response PlayerRoundStartHeavy } Response PlayerCappedIntelligenceHeavy { scene "scenes/Player/Heavy/low/196.vcd" scene "scenes/Player/Heavy/low/197.vcd" scene "scenes/Player/Heavy/low/198.vcd" } Rule PlayerCappedIntelligenceHeavy { criteria ConceptPlayerCapturedIntelligence IsHeavy Response PlayerCappedIntelligenceHeavy } Response PlayerCapturedPointHeavy { scene "scenes/Player/Heavy/low/193.vcd" scene "scenes/Player/Heavy/low/194.vcd" scene "scenes/Player/Heavy/low/195.vcd" } Rule PlayerCapturedPointHeavy { criteria ConceptPlayerCapturedPoint IsHeavy Response PlayerCapturedPointHeavy } Response PlayerSuddenDeathHeavy { scene "scenes/Player/Heavy/low/258.vcd" scene "scenes/Player/Heavy/low/259.vcd" scene "scenes/Player/Heavy/low/260.vcd" scene "scenes/Player/Heavy/low/261.vcd" scene "scenes/Player/Heavy/low/262.vcd" scene "scenes/Player/Heavy/low/263.vcd" scene "scenes/Player/Heavy/low/264.vcd" scene "scenes/Player/Heavy/low/265.vcd" scene "scenes/Player/Heavy/low/266.vcd" } Rule PlayerSuddenDeathHeavy { criteria ConceptPlayerSuddenDeathStart IsHeavy Response PlayerSuddenDeathHeavy } Response PlayerStalemateHeavy { scene "scenes/Player/Heavy/low/199.vcd" scene "scenes/Player/Heavy/low/200.vcd" scene "scenes/Player/Heavy/low/201.vcd" } Rule PlayerStalemateHeavy { criteria ConceptPlayerStalemate IsHeavy Response PlayerStalemateHeavy } Response PlayerTeleporterThanksHeavy { scene "scenes/Player/Heavy/low/347.vcd" scene "scenes/Player/Heavy/low/348.vcd" scene "scenes/Player/Heavy/low/349.vcd" } Rule PlayerTeleporterThanksHeavy { criteria ConceptTeleported IsNotEngineer IsHeavy 30PercentChance Response PlayerTeleporterThanksHeavy } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Cart //-------------------------------------------------------------------------------------------------------------- Response CartMovingBackwardsDefenseHeavy { scene "scenes/Player/Heavy/low/1990.vcd" scene "scenes/Player/Heavy/low/1991.vcd" scene "scenes/Player/Heavy/low/1992.vcd" scene "scenes/Player/Heavy/low/2070.vcd" scene "scenes/Player/Heavy/low/2208.vcd" scene "scenes/Player/Heavy/low/2209.vcd" scene "scenes/Player/Heavy/low/2267.vcd" scene "scenes/Player/Heavy/low/2268.vcd" } Rule CartMovingBackwardsDefenseHeavy { criteria ConceptCartMovingBackward IsOnDefense IsHeavy NotSaidCartMovingBackwardD ApplyContext "SaidCartMovingBackwardD:1:20" Response CartMovingBackwardsDefenseHeavy } Response CartMovingBackwardsOffenseHeavy { scene "scenes/Player/Heavy/low/1987.vcd" scene "scenes/Player/Heavy/low/1988.vcd" scene "scenes/Player/Heavy/low/1989.vcd" scene "scenes/Player/Heavy/low/2071.vcd" scene "scenes/Player/Heavy/low/2072.vcd" scene "scenes/Player/Heavy/low/2206.vcd" scene "scenes/Player/Heavy/low/2207.vcd" } Rule CartMovingBackwardsOffenseHeavy { criteria ConceptCartMovingBackward IsOnOffense IsHeavy NotSaidCartMovingBackwardO ApplyContext "SaidCartMovingBackwardO:1:20" Response CartMovingBackwardsOffenseHeavy } Response CartMovingForwardDefenseHeavy { scene "scenes/Player/Heavy/low/1984.vcd" scene "scenes/Player/Heavy/low/1985.vcd" scene "scenes/Player/Heavy/low/2269.vcd" scene "scenes/Player/Heavy/low/1986.vcd" scene "scenes/Player/Heavy/low/2073.vcd" scene "scenes/Player/Heavy/low/2270.vcd" } Rule CartMovingForwardDefenseHeavy { criteria ConceptCartMovingForward IsOnDefense IsHeavy NotSaidCartMovingForwardD ApplyContext "SaidCartMovingForwardD:1:20" Response CartMovingForwardDefenseHeavy } Response CartMovingForwardOffenseHeavy { scene "scenes/Player/Heavy/low/1963.vcd" scene "scenes/Player/Heavy/low/1964.vcd" scene "scenes/Player/Heavy/low/1965.vcd" scene "scenes/Player/Heavy/low/2179.vcd" scene "scenes/Player/Heavy/low/2180.vcd" scene "scenes/Player/Heavy/low/2181.vcd" scene "scenes/Player/Heavy/low/2182.vcd" scene "scenes/Player/Heavy/low/2183.vcd" scene "scenes/Player/Heavy/low/2184.vcd" scene "scenes/Player/Heavy/low/2271.vcd" scene "scenes/Player/Heavy/low/2185.vcd" scene "scenes/Player/Heavy/low/2186.vcd" scene "scenes/Player/Heavy/low/2187.vcd" scene "scenes/Player/Heavy/low/2188.vcd" scene "scenes/Player/Heavy/low/2189.vcd" scene "scenes/Player/Heavy/low/2190.vcd" scene "scenes/Player/Heavy/low/2203.vcd" scene "scenes/Player/Heavy/low/1957.vcd" scene "scenes/Player/Heavy/low/1958.vcd" scene "scenes/Player/Heavy/low/1959.vcd" scene "scenes/Player/Heavy/low/2202.vcd" scene "scenes/Player/Heavy/low/2201.vcd" scene "scenes/Player/Heavy/low/2193.vcd" scene "scenes/Player/Heavy/low/2066.vcd" scene "scenes/Player/Heavy/low/2261.vcd" scene "scenes/Player/Heavy/low/2262.vcd" } Rule CartMovingForwardOffenseHeavy { criteria ConceptCartMovingForward IsOnOffense IsHeavy NotSaidCartMovingForwardO ApplyContext "SaidCartMovingForwardO:1:20" Response CartMovingForwardOffenseHeavy } Response CartMovingStoppedDefenseHeavy { scene "scenes/Player/Heavy/low/1966.vcd" scene "scenes/Player/Heavy/low/1967.vcd" scene "scenes/Player/Heavy/low/1968.vcd" scene "scenes/Player/Heavy/low/2191.vcd" } Rule CartMovingStoppedDefenseHeavy { criteria ConceptCartMovingStopped IsOnDefense IsHeavy NotSaidCartMovingStoppedD ApplyContext "SaidCartMovingStoppedD:1:20" Response CartMovingStoppedDefenseHeavy } Response CartMovingStoppedOffenseHeavy { scene "scenes/Player/Heavy/low/1960.vcd" scene "scenes/Player/Heavy/low/1961.vcd" scene "scenes/Player/Heavy/low/2192.vcd" scene "scenes/Player/Heavy/low/1962.vcd" } Rule CartMovingStoppedOffenseHeavy { criteria ConceptCartMovingStopped IsOnOffense IsHeavy NotSaidCartMovingStoppedO ApplyContext "SaidCartMovingStoppedO:1:20" Response CartMovingStoppedOffenseHeavy } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Combat //-------------------------------------------------------------------------------------------------------------- Response DefendOnThePointHeavy { scene "scenes/Player/Heavy/low/322.vcd" scene "scenes/Player/Heavy/low/1277.vcd" } Rule DefendOnThePointHeavy { criteria ConceptFireWeapon IsHeavy IsOnFriendlyControlPoint NotDefendOnThePointSpeech ApplyContext "DefendOnThePointSpeech:1:30" applycontexttoworld Response DefendOnThePointHeavy } Response InvulnerableSpeechHeavy { scene "scenes/Player/Heavy/low/314.vcd" scene "scenes/Player/Heavy/low/315.vcd" scene "scenes/Player/Heavy/low/316.vcd" scene "scenes/Player/Heavy/low/325.vcd" scene "scenes/Player/Heavy/low/341.vcd" } Rule InvulnerableSpeechHeavy { criteria ConceptFireMinigun IsHeavy WeaponIsMinigun IsInvulnerable HeavyNotInvulnerableSpeech ApplyContext "HeavyInvulnerableSpeech:1:30" Response InvulnerableSpeechHeavy } Response KilledPlayerManyHeavy { scene "scenes/Player/Heavy/low/310.vcd" scene "scenes/Player/Heavy/low/311.vcd" scene "scenes/Player/Heavy/low/1279.vcd" scene "scenes/Player/Heavy/low/326.vcd" scene "scenes/Player/Heavy/low/327.vcd" } Rule KilledPlayerManyHeavy { criteria ConceptKilledPlayer IsManyRecentKills 30PercentChance IsWeaponPrimary KilledPlayerDelay HeavyNotKillSpeech IsHeavy ApplyContext "HeavyKillSpeech:1:10" applycontexttoworld Response KilledPlayerManyHeavy } Response KilledPlayerMeleeHeavy { scene "scenes/Player/Heavy/low/272.vcd" scene "scenes/Player/Heavy/low/273.vcd" } Rule KilledPlayerMeleeHeavy { criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance IsWeaponMelee HeavyNotKillSpeechMelee IsHeavy ApplyContext "HeavyKillSpeechMelee:1:10" applycontexttoworld Response KilledPlayerMeleeHeavy } Response KilledPlayerVeryManyHeavy { scene "scenes/Player/Heavy/low/318.vcd" scene "scenes/Player/Heavy/low/319.vcd" scene "scenes/Player/Heavy/low/323.vcd" scene "scenes/Player/Heavy/low/338.vcd" scene "scenes/Player/Heavy/low/340.vcd" } Rule KilledPlayerVeryManyHeavy { criteria ConceptKilledPlayer IsVeryManyRecentKills 50PercentChance IsWeaponPrimary KilledPlayerDelay HeavyNotKillSpeech IsHeavy ApplyContext "HeavyKillSpeech:1:10" applycontexttoworld Response KilledPlayerVeryManyHeavy } Response PlayerKilledCapperHeavy { scene "scenes/Player/Heavy/low/1265.vcd" scene "scenes/Player/Heavy/low/289.vcd" scene "scenes/Player/Heavy/low/306.vcd" scene "scenes/Player/Heavy/low/330.vcd" scene "scenes/Player/Heavy/low/334.vcd" scene "scenes/Player/Heavy/low/339.vcd" scene "scenes/Player/Heavy/low/331.vcd" } Rule PlayerKilledCapperHeavy { criteria ConceptCapBlocked IsHeavy ApplyContext "HeavyKillSpeech:1:10" Response PlayerKilledCapperHeavy } Response PlayerKilledDominatingHeavy { scene "scenes/Player/Heavy/low/1948.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/1950.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2074.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2075.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2076.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2077.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2078.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2079.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2080.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2083.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2084.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2085.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2103.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2115.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2194.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2256.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/235.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/263.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/267.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/268.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/269.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/1268.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/1269.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/1272.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/270.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/271.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2067.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2265.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2266.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/303.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/304.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/336.vcd" predelay "2.5" } Rule PlayerKilledDominatingHeavy { criteria ConceptKilledPlayer IsHeavy IsDominated ApplyContext "HeavyKillSpeech:1:10" Response PlayerKilledDominatingHeavy } Response PlayerKilledForRevengeHeavy { scene "scenes/Player/Heavy/low/213.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/216.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/305.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/1951.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/1952.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/1953.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2100.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2101.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2102.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2104.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2105.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2108.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2109.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2110.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2111.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2112.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2113.vcd" predelay "2.5" scene "scenes/Player/Heavy/low/2114.vcd" predelay "2.5" } Rule PlayerKilledForRevengeHeavy { criteria ConceptKilledPlayer IsHeavy IsRevenge ApplyContext "HeavyKillSpeech:1:10" Response PlayerKilledForRevengeHeavy } Response PlayerKilledObjectHeavy { scene "scenes/Player/Heavy/low/2264.vcd" scene "scenes/Player/Heavy/low/1262.vcd" scene "scenes/Player/Heavy/low/312.vcd" scene "scenes/Player/Heavy/low/313.vcd" } Rule PlayerKilledObjectHeavy { criteria ConceptKilledObject IsHeavy 30PercentChance IsARecentKill ApplyContext "HeavyKillSpeechObject:1:30" applycontexttoworld Response PlayerKilledObjectHeavy } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Pain //-------------------------------------------------------------------------------------------------------------- Response PlayerAttackerPainHeavy { scene "scenes/Player/Heavy/low/297.vcd" scene "scenes/Player/Heavy/low/298.vcd" scene "scenes/Player/Heavy/low/299.vcd" } Rule PlayerAttackerPainHeavy { criteria ConceptAttackerPain IsHeavy Response PlayerAttackerPainHeavy } Response PlayerOnFireHeavy { scene "scenes/Player/Heavy/low/202.vcd" scene "scenes/Player/Heavy/low/203.vcd" scene "scenes/Player/Heavy/low/1400.vcd" } Rule PlayerOnFireHeavy { criteria ConceptFire IsHeavy HeavyIsNotStillonFire ApplyContext "HeavyOnFire:1:7" Response PlayerOnFireHeavy } Response PlayerOnFireRareHeavy { scene "scenes/Player/Heavy/low/204.vcd" scene "scenes/Player/Heavy/low/1399.vcd" } Rule PlayerOnFireRareHeavy { criteria ConceptFire IsHeavy 10PercentChance HeavyIsNotStillonFire ApplyContext "HeavyOnFire:1:7" Response PlayerOnFireRareHeavy } Response PlayerPainHeavy { scene "scenes/Player/Heavy/low/300.vcd" scene "scenes/Player/Heavy/low/301.vcd" scene "scenes/Player/Heavy/low/302.vcd" scene "scenes/Player/Heavy/low/1390.vcd" scene "scenes/Player/Heavy/low/1391.vcd" } Rule PlayerPainHeavy { criteria ConceptPain IsHeavy Response PlayerPainHeavy } Response PlayerStillOnFireHeavy { scene "scenes/Player/Heavy/low/1925.vcd" } Rule PlayerStillOnFireHeavy { criteria ConceptFire IsHeavy HeavyIsStillonFire ApplyContext "HeavyOnFire:1:7" Response PlayerStillOnFireHeavy } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 1 //-------------------------------------------------------------------------------------------------------------- Response PlayerGoHeavy { scene "scenes/Player/Heavy/low/231.vcd" scene "scenes/Player/Heavy/low/232.vcd" scene "scenes/Player/Heavy/low/233.vcd" } Rule PlayerGoHeavy { criteria ConceptPlayerGo IsHeavy Response PlayerGoHeavy } Response PlayerHeadLeftHeavy { scene "scenes/Player/Heavy/low/237.vcd" scene "scenes/Player/Heavy/low/238.vcd" scene "scenes/Player/Heavy/low/239.vcd" } Rule PlayerHeadLeftHeavy { criteria ConceptPlayerLeft IsHeavy Response PlayerHeadLeftHeavy } Response PlayerHeadRightHeavy { scene "scenes/Player/Heavy/low/240.vcd" scene "scenes/Player/Heavy/low/241.vcd" scene "scenes/Player/Heavy/low/242.vcd" } Rule PlayerHeadRightHeavy { criteria ConceptPlayerRight IsHeavy Response PlayerHeadRightHeavy } Response PlayerHelpHeavy { scene "scenes/Player/Heavy/low/243.vcd" scene "scenes/Player/Heavy/low/244.vcd" scene "scenes/Player/Heavy/low/245.vcd" } Rule PlayerHelpHeavy { criteria ConceptPlayerHelp IsHeavy Response PlayerHelpHeavy } Response PlayerHelpCaptureHeavy { scene "scenes/Player/Heavy/low/246.vcd" scene "scenes/Player/Heavy/low/247.vcd" scene "scenes/Player/Heavy/low/248.vcd" } Rule PlayerHelpCaptureHeavy { criteria ConceptPlayerHelp IsHeavy IsOnCappableControlPoint ApplyContext "HeavyHelpCap:1:10" Response PlayerHelpCaptureHeavy } Response PlayerHelpCapture2Heavy { scene "scenes/Player/Heavy/low/321.vcd" scene "scenes/Player/Heavy/low/322.vcd" scene "scenes/Player/Heavy/low/1276.vcd" scene "scenes/Player/Heavy/low/1277.vcd" } Rule PlayerHelpCapture2Heavy { criteria ConceptPlayerHelp IsHeavy IsOnCappableControlPoint IsHelpCapHeavy Response PlayerHelpCapture2Heavy } Response PlayerHelpDefendHeavy { scene "scenes/Player/Heavy/low/249.vcd" scene "scenes/Player/Heavy/low/250.vcd" scene "scenes/Player/Heavy/low/251.vcd" } Rule PlayerHelpDefendHeavy { criteria ConceptPlayerHelp IsHeavy IsOnFriendlyControlPoint Response PlayerHelpDefendHeavy } Response PlayerMedicHeavy { scene "scenes/Player/Heavy/low/274.vcd" scene "scenes/Player/Heavy/low/275.vcd" scene "scenes/Player/Heavy/low/276.vcd" } Rule PlayerMedicHeavy { criteria ConceptPlayerMedic IsHeavy Response PlayerMedicHeavy } Response PlayerMoveUpHeavy { scene "scenes/Player/Heavy/low/277.vcd" scene "scenes/Player/Heavy/low/278.vcd" scene "scenes/Player/Heavy/low/279.vcd" } Rule PlayerMoveUpHeavy { criteria ConceptPlayerMoveUp IsHeavy Response PlayerMoveUpHeavy } Response PlayerNoHeavy { scene "scenes/Player/Heavy/low/291.vcd" scene "scenes/Player/Heavy/low/292.vcd" scene "scenes/Player/Heavy/low/293.vcd" } Rule PlayerNoHeavy { criteria ConceptPlayerNo IsHeavy Response PlayerNoHeavy } Response PlayerThanksHeavy { scene "scenes/Player/Heavy/low/342.vcd" scene "scenes/Player/Heavy/low/343.vcd" scene "scenes/Player/Heavy/low/1278.vcd" } Rule PlayerThanksHeavy { criteria ConceptPlayerThanks IsHeavy Response PlayerThanksHeavy } Response PlayerYesHeavy { scene "scenes/Player/Heavy/low/350.vcd" scene "scenes/Player/Heavy/low/351.vcd" scene "scenes/Player/Heavy/low/352.vcd" } Rule PlayerYesHeavy { criteria ConceptPlayerYes IsHeavy Response PlayerYesHeavy } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 2 //-------------------------------------------------------------------------------------------------------------- Response PlayerActivateChargeHeavy { scene "scenes/Player/Heavy/low/190.vcd" scene "scenes/Player/Heavy/low/191.vcd" scene "scenes/Player/Heavy/low/192.vcd" scene "scenes/Player/Heavy/low/1261.vcd" } Rule PlayerActivateChargeHeavy { criteria ConceptPlayerActivateCharge IsHeavy Response PlayerActivateChargeHeavy } Response PlayerCloakedSpyHeavy { scene "scenes/Player/Heavy/low/218.vcd" scene "scenes/Player/Heavy/low/219.vcd" scene "scenes/Player/Heavy/low/220.vcd" scene "scenes/Player/Heavy/low/1264.vcd" } Rule PlayerCloakedSpyHeavy { criteria ConceptPlayerCloakedSpy IsHeavy Response PlayerCloakedSpyHeavy } Response PlayerDispenserHereHeavy { scene "scenes/Player/Heavy/low/280.vcd" } Rule PlayerDispenserHereHeavy { criteria ConceptPlayerDispenserHere IsHeavy Response PlayerDispenserHereHeavy } Response PlayerIncomingHeavy { scene "scenes/Player/Heavy/low/252.vcd" scene "scenes/Player/Heavy/low/253.vcd" scene "scenes/Player/Heavy/low/254.vcd" } Rule PlayerIncomingHeavy { criteria ConceptPlayerIncoming IsHeavy Response PlayerIncomingHeavy } Response PlayerSentryAheadHeavy { scene "scenes/Player/Heavy/low/308.vcd" scene "scenes/Player/Heavy/low/309.vcd" } Rule PlayerSentryAheadHeavy { criteria ConceptPlayerSentryAhead IsHeavy Response PlayerSentryAheadHeavy } Response PlayerSentryHereHeavy { scene "scenes/Player/Heavy/low/281.vcd" } Rule PlayerSentryHereHeavy { criteria ConceptPlayerSentryHere IsHeavy Response PlayerSentryHereHeavy } Response PlayerTeleporterHereHeavy { scene "scenes/Player/Heavy/low/282.vcd" } Rule PlayerTeleporterHereHeavy { criteria ConceptPlayerTeleporterHere IsHeavy Response PlayerTeleporterHereHeavy } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 3 //-------------------------------------------------------------------------------------------------------------- Response PlayerBattleCryHeavy { scene "scenes/Player/Heavy/low/205.vcd" scene "scenes/Player/Heavy/low/206.vcd" scene "scenes/Player/Heavy/low/207.vcd" scene "scenes/Player/Heavy/low/208.vcd" scene "scenes/Player/Heavy/low/209.vcd" scene "scenes/Player/Heavy/low/210.vcd" } Rule PlayerBattleCryHeavy { criteria ConceptPlayerBattleCry IsHeavy Response PlayerBattleCryHeavy } Response PlayerCheersHeavy { scene "scenes/Player/Heavy/low/211.vcd" scene "scenes/Player/Heavy/low/212.vcd" scene "scenes/Player/Heavy/low/213.vcd" scene "scenes/Player/Heavy/low/214.vcd" scene "scenes/Player/Heavy/low/215.vcd" scene "scenes/Player/Heavy/low/216.vcd" scene "scenes/Player/Heavy/low/217.vcd" scene "scenes/Player/Heavy/low/1263.vcd" } Rule PlayerCheersHeavy { criteria ConceptPlayerCheers IsHeavy Response PlayerCheersHeavy } Response PlayerGoodJobHeavy { scene "scenes/Player/Heavy/low/234.vcd" scene "scenes/Player/Heavy/low/235.vcd" scene "scenes/Player/Heavy/low/236.vcd" scene "scenes/Player/Heavy/low/1265.vcd" } Rule PlayerGoodJobHeavy { criteria ConceptPlayerGoodJob IsHeavy Response PlayerGoodJobHeavy } Response PlayerJeersHeavy { scene "scenes/Player/Heavy/low/258.vcd" scene "scenes/Player/Heavy/low/259.vcd" scene "scenes/Player/Heavy/low/260.vcd" scene "scenes/Player/Heavy/low/261.vcd" scene "scenes/Player/Heavy/low/262.vcd" scene "scenes/Player/Heavy/low/263.vcd" scene "scenes/Player/Heavy/low/264.vcd" scene "scenes/Player/Heavy/low/265.vcd" scene "scenes/Player/Heavy/low/266.vcd" } Rule PlayerJeersHeavy { criteria ConceptPlayerJeers IsHeavy Response PlayerJeersHeavy } Response PlayerLostPointHeavy { scene "scenes/Player/Heavy/low/1267.vcd" scene "scenes/Player/Heavy/low/283.vcd" scene "scenes/Player/Heavy/low/284.vcd" scene "scenes/Player/Heavy/low/285.vcd" scene "scenes/Player/Heavy/low/286.vcd" scene "scenes/Player/Heavy/low/287.vcd" } Rule PlayerLostPointHeavy { criteria ConceptPlayerLostPoint IsHeavy Response PlayerLostPointHeavy } Response PlayerNegativeHeavy { scene "scenes/Player/Heavy/low/1267.vcd" scene "scenes/Player/Heavy/low/283.vcd" scene "scenes/Player/Heavy/low/284.vcd" scene "scenes/Player/Heavy/low/285.vcd" scene "scenes/Player/Heavy/low/286.vcd" scene "scenes/Player/Heavy/low/287.vcd" } Rule PlayerNegativeHeavy { criteria ConceptPlayerNegative IsHeavy Response PlayerNegativeHeavy } Response PlayerNiceShotHeavy { scene "scenes/Player/Heavy/low/288.vcd" scene "scenes/Player/Heavy/low/289.vcd" scene "scenes/Player/Heavy/low/290.vcd" } Rule PlayerNiceShotHeavy { criteria ConceptPlayerNiceShot IsHeavy Response PlayerNiceShotHeavy } Response PlayerPositiveHeavy { scene "scenes/Player/Heavy/low/303.vcd" scene "scenes/Player/Heavy/low/304.vcd" scene "scenes/Player/Heavy/low/305.vcd" scene "scenes/Player/Heavy/low/306.vcd" scene "scenes/Player/Heavy/low/307.vcd" } Rule PlayerPositiveHeavy { criteria ConceptPlayerPositive IsHeavy Response PlayerPositiveHeavy } Response PlayerTauntsHeavy { scene "scenes/Player/Heavy/low/1270.vcd" scene "scenes/Player/Heavy/low/1271.vcd" scene "scenes/Player/Heavy/low/1274.vcd" scene "scenes/Player/Heavy/low/1273.vcd" } Rule PlayerTauntsHeavy { criteria ConceptPlayerTaunts IsHeavy Response PlayerTauntsHeavy } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Sandwich //-------------------------------------------------------------------------------------------------------------- Response AteSandwichHeavy { scene "scenes/Player/Heavy/low/SandwichTaunt01.vcd" scene "scenes/Player/Heavy/low/SandwichTaunt02.vcd" scene "scenes/Player/Heavy/low/SandwichTaunt03.vcd" scene "scenes/Player/Heavy/low/SandwichTaunt04.vcd" scene "scenes/Player/Heavy/low/SandwichTaunt05.vcd" scene "scenes/Player/Heavy/low/SandwichTaunt06.vcd" scene "scenes/Player/Heavy/low/SandwichTaunt07.vcd" scene "scenes/Player/Heavy/low/SandwichTaunt08.vcd" scene "scenes/Player/Heavy/low/SandwichTaunt09.vcd" scene "scenes/Player/Heavy/low/SandwichTaunt10.vcd" scene "scenes/Player/Heavy/low/SandwichTaunt11.vcd" scene "scenes/Player/Heavy/low/SandwichTaunt12.vcd" scene "scenes/Player/Heavy/low/SandwichTaunt13.vcd" scene "scenes/Player/Heavy/low/SandwichTaunt14.vcd" scene "scenes/Player/Heavy/low/SandwichTaunt15.vcd" scene "scenes/Player/Heavy/low/SandwichTaunt16.vcd" scene "scenes/Player/Heavy/low/SandwichTaunt17.vcd" } Rule AteSandwichHeavy { criteria ConceptAteFood IsHeavy Response AteSandwichHeavy }