//-------------------------------------------------------------------------------------------------------------- // Scout Response Rule File //-------------------------------------------------------------------------------------------------------------- Criterion "ScoutIsKillSpeechObject" "ScoutKillSpeechObject" "1" "required" weight 0 Criterion "ScoutIsNotStillonFire" "ScoutOnFire" "!=1" "required" weight 0 Criterion "ScoutIsStillonFire" "ScoutOnFire" "1" "required" weight 0 Criterion "ScoutNotKillSpeech" "ScoutKillSpeech" "!=1" "required" weight 0 Criterion "ScoutNotKillSpeechMelee" "ScoutKillSpeechMelee" "!=1" "required" weight 0 Criterion "ScoutNotKillSpeechMeleeFat" "ScoutKillSpeechMeleeFat" "!=1" "required" weight 0 Criterion "ScoutNotSaidHealThanks" "ScoutSaidHealThanks" "!=1" "required" Criterion "IsHelpCapScout" "ScoutHelpCap" "1" "required" weight 0 Criterion "NotScoutGrabbedIntelligence" "ScoutGrabbedIntelligence" "!=1" "required" Response PlayerCloakedSpyScoutScout { scene "scenes/Player/Scout/low/382.vcd" } Rule PlayerCloakedSpyScoutScout { criteria ConceptPlayerCloakedSpy IsScout IsOnScout Response PlayerCloakedSpyScoutScout } Response PlayerCloakedSpyDemomanScout { scene "scenes/Player/Scout/low/386.vcd" } Rule PlayerCloakedSpyDemomanScout { criteria ConceptPlayerCloakedSpy IsScout IsOnDemoman Response PlayerCloakedSpyDemomanScout } Response PlayerCloakedSpyEngineerScout { scene "scenes/Player/Scout/low/389.vcd" } Rule PlayerCloakedSpyEngineerScout { criteria ConceptPlayerCloakedSpy IsScout IsOnEngineer Response PlayerCloakedSpyEngineerScout } Response PlayerCloakedSpyHeavyScout { scene "scenes/Player/Scout/low/384.vcd" } Rule PlayerCloakedSpyHeavyScout { criteria ConceptPlayerCloakedSpy IsScout IsOnHeavy Response PlayerCloakedSpyHeavyScout } Response PlayerCloakedSpyMedicScout { scene "scenes/Player/Scout/low/388.vcd" } Rule PlayerCloakedSpyMedicScout { criteria ConceptPlayerCloakedSpy IsScout IsOnMedic Response PlayerCloakedSpyMedicScout } Response PlayerCloakedSpyPyroScout { scene "scenes/Player/Scout/low/385.vcd" } Rule PlayerCloakedSpyPyroScout { criteria ConceptPlayerCloakedSpy IsScout IsOnPyro Response PlayerCloakedSpyPyroScout } Response PlayerCloakedSpySniperScout { scene "scenes/Player/Scout/low/390.vcd" } Rule PlayerCloakedSpySniperScout { criteria ConceptPlayerCloakedSpy IsScout IsOnSniper Response PlayerCloakedSpySniperScout } Response PlayerCloakedSpySoldierScout { scene "scenes/Player/Scout/low/383.vcd" } Rule PlayerCloakedSpySoldierScout { criteria ConceptPlayerCloakedSpy IsScout IsOnSoldier Response PlayerCloakedSpySoldierScout } Response PlayerCloakedSpySpyScout { scene "scenes/Player/Scout/low/387.vcd" } Rule PlayerCloakedSpySpyScout { criteria ConceptPlayerCloakedSpy IsScout IsOnSpy Response PlayerCloakedSpySpyScout } //-------------------------------------------------------------------------------------------------------------- // Auto Speech //-------------------------------------------------------------------------------------------------------------- Response HealThanksScout { scene "scenes/Player/Scout/low/510.vcd" scene "scenes/Player/Scout/low/511.vcd" scene "scenes/Player/Scout/low/512.vcd" } Rule HealThanksScout { criteria ConceptMedicChargeStopped IsScout SuperHighHealthContext ScoutNotSaidHealThanks 50PercentChance ApplyContext "ScoutSaidHealThanks:1:20" Response HealThanksScout } Response PlayerRoundStartScout { scene "scenes/Player/Scout/low/367.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/369.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/370.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/371.vcd" predelay "1.0, 5.0" scene "scenes/Player/Scout/low/368.vcd" predelay "1.0, 5.0" } Rule PlayerRoundStartScout { criteria ConceptPlayerRoundStart IsScout Response PlayerRoundStartScout } Response PlayerCappedIntelligenceScout { scene "scenes/Player/Scout/low/359.vcd" scene "scenes/Player/Scout/low/360.vcd" scene "scenes/Player/Scout/low/361.vcd" scene "scenes/Player/Scout/low/1289.vcd" } Rule PlayerCappedIntelligenceScout { criteria ConceptPlayerCapturedIntelligence IsScout Response PlayerCappedIntelligenceScout } Response PlayerCapturedPointScout { scene "scenes/Player/Scout/low/356.vcd" scene "scenes/Player/Scout/low/1280.vcd" scene "scenes/Player/Scout/low/357.vcd" scene "scenes/Player/Scout/low/358.vcd" } Rule PlayerCapturedPointScout { criteria ConceptPlayerCapturedPoint IsScout Response PlayerCapturedPointScout } Response PlayerGrabbedIntelligenceScout { scene "scenes/Player/Scout/low/480.vcd" } Rule PlayerGrabbedIntelligenceScout { criteria ConceptPlayerGrabbedIntelligence IsScout NotScoutGrabbedIntelligence 10PercentChance ApplyContext "ScoutGrabbedIntelligence:1:30" Response PlayerGrabbedIntelligenceScout } Response PlayerSuddenDeathScout { scene "scenes/Player/Scout/low/419.vcd" scene "scenes/Player/Scout/low/420.vcd" scene "scenes/Player/Scout/low/421.vcd" scene "scenes/Player/Scout/low/422.vcd" scene "scenes/Player/Scout/low/423.vcd" scene "scenes/Player/Scout/low/424.vcd" scene "scenes/Player/Scout/low/425.vcd" scene "scenes/Player/Scout/low/426.vcd" scene "scenes/Player/Scout/low/427.vcd" scene "scenes/Player/Scout/low/428.vcd" scene "scenes/Player/Scout/low/430.vcd" } Rule PlayerSuddenDeathScout { criteria ConceptPlayerSuddenDeathStart IsScout Response PlayerSuddenDeathScout } Response PlayerStalemateScout { scene "scenes/Player/Scout/low/362.vcd" scene "scenes/Player/Scout/low/1281.vcd" scene "scenes/Player/Scout/low/363.vcd" scene "scenes/Player/Scout/low/364.vcd" } Rule PlayerStalemateScout { criteria ConceptPlayerStalemate IsScout Response PlayerStalemateScout } Response PlayerTeleporterThanksScout { scene "scenes/Player/Scout/low/513.vcd" scene "scenes/Player/Scout/low/514.vcd" scene "scenes/Player/Scout/low/515.vcd" } Rule PlayerTeleporterThanksScout { criteria ConceptTeleported IsNotEngineer IsScout 30PercentChance Response PlayerTeleporterThanksScout } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Combat //-------------------------------------------------------------------------------------------------------------- Response DefendOnThePointScout { scene "scenes/Player/Scout/low/489.vcd" scene "scenes/Player/Scout/low/1305.vcd" } Rule DefendOnThePointScout { criteria ConceptFireWeapon IsScout IsOnFriendlyControlPoint NotDefendOnThePointSpeech ApplyContext "DefendOnThePointSpeech:1:30" applycontexttoworld Response DefendOnThePointScout } Response KilledPlayerManyScout { scene "scenes/Player/Scout/low/493.vcd" } Rule KilledPlayerManyScout { criteria ConceptKilledPlayer IsManyRecentKills 30PercentChance IsWeaponPrimary KilledPlayerDelay ScoutNotKillSpeech IsScout ApplyContext "ScoutKillSpeech:1:10" applycontexttoworld Response KilledPlayerManyScout } Response KilledPlayerMeleeScout { scene "scenes/Player/Scout/low/476.vcd" scene "scenes/Player/Scout/low/477.vcd" scene "scenes/Player/Scout/low/479.vcd" scene "scenes/Player/Scout/low/482.vcd" scene "scenes/Player/Scout/low/481.vcd" scene "scenes/Player/Scout/low/483.vcd" scene "scenes/Player/Scout/low/484.vcd" scene "scenes/Player/Scout/low/498.vcd" scene "scenes/Player/Scout/low/501.vcd" } Rule KilledPlayerMeleeScout { criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance IsWeaponMelee ScoutNotKillSpeechMelee IsScout ApplyContext "ScoutKillSpeechMelee:1:10" applycontexttoworld Response KilledPlayerMeleeScout } Response KilledPlayerMeleeScoutFatScout { scene "scenes/Player/Scout/low/475.vcd" } Rule KilledPlayerMeleeScoutFatScout { criteria ConceptKilledPlayer KilledPlayerDelay 75PercentChance IsWeaponMelee ScoutNotKillSpeechMeleeFat IsScout IsVictimHeavy ApplyContext "ScoutKillSpeechMeleeFat:1:10" applycontexttoworld Response KilledPlayerMeleeScoutFatScout } Response PlayerKilledCapperScout { scene "scenes/Player/Scout/low/359.vcd" scene "scenes/Player/Scout/low/372.vcd" scene "scenes/Player/Scout/low/373.vcd" scene "scenes/Player/Scout/low/454.vcd" scene "scenes/Player/Scout/low/488.vcd" scene "scenes/Player/Scout/low/491.vcd" scene "scenes/Player/Scout/low/499.vcd" scene "scenes/Player/Scout/low/1308.vcd" } Rule PlayerKilledCapperScout { criteria ConceptCapBlocked IsScout ApplyContext "ScoutKillSpeech:1:10" Response PlayerKilledCapperScout } Response PlayerKilledDominatingScout { scene "scenes/Player/Scout/low/396.vcd" predelay "2.5" scene "scenes/Player/Scout/low/1297.vcd" predelay "2.5" scene "scenes/Player/Scout/low/432.vcd" predelay "2.5" scene "scenes/Player/Scout/low/433.vcd" predelay "2.5" scene "scenes/Player/Scout/low/1295.vcd" predelay "2.5" scene "scenes/Player/Scout/low/1296.vcd" predelay "2.5" scene "scenes/Player/Scout/low/434.vcd" predelay "2.5" scene "scenes/Player/Scout/low/435.vcd" predelay "2.5" scene "scenes/Player/Scout/low/506.vcd" predelay "2.5" } Rule PlayerKilledDominatingScout { criteria ConceptKilledPlayer IsScout IsDominated ApplyContext "ScoutKillSpeech:1:10" Response PlayerKilledDominatingScout } Response PlayerKilledForRevengeScout { scene "scenes/Player/Scout/low/374.vcd" predelay "2.5" scene "scenes/Player/Scout/low/453.vcd" predelay "2.5" scene "scenes/Player/Scout/low/486.vcd" predelay "2.5" } Rule PlayerKilledForRevengeScout { criteria ConceptKilledPlayer IsScout IsRevenge ApplyContext "ScoutKillSpeech:1:10" Response PlayerKilledForRevengeScout } Response PlayerKilledObjectScout { scene "scenes/Player/Scout/low/485.vcd" } Rule PlayerKilledObjectScout { criteria ConceptKilledObject IsScout 30PercentChance IsARecentKill ApplyContext "ScoutKillSpeechObject:1:30" applycontexttoworld Response PlayerKilledObjectScout } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Pain //-------------------------------------------------------------------------------------------------------------- Response PlayerAttackerPainScout { scene "scenes/Player/Scout/low/461.vcd" scene "scenes/Player/Scout/low/462.vcd" scene "scenes/Player/Scout/low/463.vcd" scene "scenes/Player/Scout/low/1361.vcd" scene "scenes/Player/Scout/low/1362.vcd" scene "scenes/Player/Scout/low/1363.vcd" } Rule PlayerAttackerPainScout { criteria ConceptAttackerPain IsScout Response PlayerAttackerPainScout } Response PlayerOnFireScout { scene "scenes/Player/Scout/low/365.vcd" } Rule PlayerOnFireScout { criteria ConceptFire IsScout ScoutIsNotStillonFire ApplyContext "ScoutOnFire:1:7" Response PlayerOnFireScout } Response PlayerOnFireRareScout { scene "scenes/Player/Scout/low/366.vcd" } Rule PlayerOnFireRareScout { criteria ConceptFire IsScout 10PercentChance ScoutIsNotStillonFire ApplyContext "ScoutOnFire:1:7" Response PlayerOnFireRareScout } Response PlayerPainScout { scene "scenes/Player/Scout/low/464.vcd" scene "scenes/Player/Scout/low/465.vcd" scene "scenes/Player/Scout/low/466.vcd" scene "scenes/Player/Scout/low/1364.vcd" scene "scenes/Player/Scout/low/1365.vcd" scene "scenes/Player/Scout/low/1366.vcd" scene "scenes/Player/Scout/low/1367.vcd" scene "scenes/Player/Scout/low/1368.vcd" } Rule PlayerPainScout { criteria ConceptPain IsScout Response PlayerPainScout } Response PlayerStillOnFireScout { scene "scenes/Player/Scout/low/1932.vcd" } Rule PlayerStillOnFireScout { criteria ConceptFire IsScout ScoutIsStillonFire ApplyContext "ScoutOnFire:1:7" Response PlayerStillOnFireScout } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 1 //-------------------------------------------------------------------------------------------------------------- Response PlayerGoScout { scene "scenes/Player/Scout/low/393.vcd" scene "scenes/Player/Scout/low/1286.vcd" scene "scenes/Player/Scout/low/392.vcd" scene "scenes/Player/Scout/low/394.vcd" } Rule PlayerGoScout { criteria ConceptPlayerGo IsScout Response PlayerGoScout } Response PlayerHeadLeftScout { scene "scenes/Player/Scout/low/398.vcd" scene "scenes/Player/Scout/low/399.vcd" scene "scenes/Player/Scout/low/400.vcd" } Rule PlayerHeadLeftScout { criteria ConceptPlayerLeft IsScout Response PlayerHeadLeftScout } Response PlayerHeadRightScout { scene "scenes/Player/Scout/low/401.vcd" scene "scenes/Player/Scout/low/402.vcd" scene "scenes/Player/Scout/low/403.vcd" } Rule PlayerHeadRightScout { criteria ConceptPlayerRight IsScout Response PlayerHeadRightScout } Response PlayerHelpScout { scene "scenes/Player/Scout/low/404.vcd" scene "scenes/Player/Scout/low/1290.vcd" scene "scenes/Player/Scout/low/405.vcd" scene "scenes/Player/Scout/low/406.vcd" } Rule PlayerHelpScout { criteria ConceptPlayerHelp IsScout Response PlayerHelpScout } Response PlayerHelpCaptureScout { scene "scenes/Player/Scout/low/407.vcd" scene "scenes/Player/Scout/low/408.vcd" scene "scenes/Player/Scout/low/409.vcd" } Rule PlayerHelpCaptureScout { criteria ConceptPlayerHelp IsScout IsOnCappableControlPoint ApplyContext "ScoutHelpCap:1:10" Response PlayerHelpCaptureScout } Response PlayerHelpCapture2Scout { scene "scenes/Player/Scout/low/489.vcd" scene "scenes/Player/Scout/low/1304.vcd" scene "scenes/Player/Scout/low/1305.vcd" scene "scenes/Player/Scout/low/1306.vcd" scene "scenes/Player/Scout/low/1307.vcd" } Rule PlayerHelpCapture2Scout { criteria ConceptPlayerHelp IsScout IsOnCappableControlPoint IsHelpCapScout Response PlayerHelpCapture2Scout } Response PlayerHelpDefendScout { scene "scenes/Player/Scout/low/410.vcd" scene "scenes/Player/Scout/low/411.vcd" scene "scenes/Player/Scout/low/412.vcd" } Rule PlayerHelpDefendScout { criteria ConceptPlayerHelp IsScout IsOnFriendlyControlPoint Response PlayerHelpDefendScout } Response PlayerMedicScout { scene "scenes/Player/Scout/low/438.vcd" scene "scenes/Player/Scout/low/439.vcd" scene "scenes/Player/Scout/low/440.vcd" } Rule PlayerMedicScout { criteria ConceptPlayerMedic IsScout Response PlayerMedicScout } Response PlayerMoveUpScout { scene "scenes/Player/Scout/low/441.vcd" scene "scenes/Player/Scout/low/442.vcd" scene "scenes/Player/Scout/low/443.vcd" } Rule PlayerMoveUpScout { criteria ConceptPlayerMoveUp IsScout Response PlayerMoveUpScout } Response PlayerNoScout { scene "scenes/Player/Scout/low/455.vcd" scene "scenes/Player/Scout/low/456.vcd" scene "scenes/Player/Scout/low/457.vcd" } Rule PlayerNoScout { criteria ConceptPlayerNo IsScout Response PlayerNoScout } Response PlayerThanksScout { scene "scenes/Player/Scout/low/508.vcd" scene "scenes/Player/Scout/low/509.vcd" } Rule PlayerThanksScout { criteria ConceptPlayerThanks IsScout Response PlayerThanksScout } Response PlayerYesScout { scene "scenes/Player/Scout/low/516.vcd" scene "scenes/Player/Scout/low/517.vcd" scene "scenes/Player/Scout/low/518.vcd" } Rule PlayerYesScout { criteria ConceptPlayerYes IsScout Response PlayerYesScout } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 2 //-------------------------------------------------------------------------------------------------------------- Response PlayerActivateChargeScout { scene "scenes/Player/Scout/low/353.vcd" scene "scenes/Player/Scout/low/354.vcd" scene "scenes/Player/Scout/low/355.vcd" } Rule PlayerActivateChargeScout { criteria ConceptPlayerActivateCharge IsScout Response PlayerActivateChargeScout } Response PlayerCloakedSpyScout { scene "scenes/Player/Scout/low/380.vcd" scene "scenes/Player/Scout/low/379.vcd" scene "scenes/Player/Scout/low/1285.vcd" scene "scenes/Player/Scout/low/381.vcd" } Rule PlayerCloakedSpyScout { criteria ConceptPlayerCloakedSpy IsScout Response PlayerCloakedSpyScout } Response PlayerDispenserHereScout { scene "scenes/Player/Scout/low/444.vcd" } Rule PlayerDispenserHereScout { criteria ConceptPlayerDispenserHere IsScout Response PlayerDispenserHereScout } Response PlayerIncomingScout { scene "scenes/Player/Scout/low/413.vcd" scene "scenes/Player/Scout/low/414.vcd" scene "scenes/Player/Scout/low/415.vcd" } Rule PlayerIncomingScout { criteria ConceptPlayerIncoming IsScout Response PlayerIncomingScout } Response PlayerSentryAheadScout { scene "scenes/Player/Scout/low/472.vcd" scene "scenes/Player/Scout/low/473.vcd" scene "scenes/Player/Scout/low/474.vcd" } Rule PlayerSentryAheadScout { criteria ConceptPlayerSentryAhead IsScout Response PlayerSentryAheadScout } Response PlayerSentryHereScout { scene "scenes/Player/Scout/low/445.vcd" } Rule PlayerSentryHereScout { criteria ConceptPlayerSentryHere IsScout Response PlayerSentryHereScout } Response PlayerTeleporterHereScout { scene "scenes/Player/Scout/low/446.vcd" } Rule PlayerTeleporterHereScout { criteria ConceptPlayerTeleporterHere IsScout Response PlayerTeleporterHereScout } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 3 //-------------------------------------------------------------------------------------------------------------- Response PlayerBattleCryScout { scene "scenes/Player/Scout/low/367.vcd" scene "scenes/Player/Scout/low/369.vcd" scene "scenes/Player/Scout/low/370.vcd" scene "scenes/Player/Scout/low/371.vcd" scene "scenes/Player/Scout/low/368.vcd" } Rule PlayerBattleCryScout { criteria ConceptPlayerBattleCry IsScout Response PlayerBattleCryScout } Response PlayerCheersScout { scene "scenes/Player/Scout/low/372.vcd" scene "scenes/Player/Scout/low/374.vcd" scene "scenes/Player/Scout/low/375.vcd" scene "scenes/Player/Scout/low/377.vcd" scene "scenes/Player/Scout/low/376.vcd" scene "scenes/Player/Scout/low/373.vcd" } Rule PlayerCheersScout { criteria ConceptPlayerCheers IsScout Response PlayerCheersScout } Response PlayerGoodJobScout { scene "scenes/Player/Scout/low/395.vcd" scene "scenes/Player/Scout/low/396.vcd" scene "scenes/Player/Scout/low/397.vcd" scene "scenes/Player/Scout/low/1288.vcd" } Rule PlayerGoodJobScout { criteria ConceptPlayerGoodJob IsScout Response PlayerGoodJobScout } Response PlayerJeersScout { scene "scenes/Player/Scout/low/419.vcd" scene "scenes/Player/Scout/low/420.vcd" scene "scenes/Player/Scout/low/421.vcd" scene "scenes/Player/Scout/low/422.vcd" scene "scenes/Player/Scout/low/423.vcd" scene "scenes/Player/Scout/low/424.vcd" scene "scenes/Player/Scout/low/425.vcd" scene "scenes/Player/Scout/low/426.vcd" scene "scenes/Player/Scout/low/427.vcd" scene "scenes/Player/Scout/low/428.vcd" scene "scenes/Player/Scout/low/430.vcd" } Rule PlayerJeersScout { criteria ConceptPlayerJeers IsScout Response PlayerJeersScout } Response PlayerLostPointScout { scene "scenes/Player/Scout/low/451.vcd" scene "scenes/Player/Scout/low/447.vcd" scene "scenes/Player/Scout/low/449.vcd" scene "scenes/Player/Scout/low/450.vcd" scene "scenes/Player/Scout/low/448.vcd" } Rule PlayerLostPointScout { criteria ConceptPlayerLostPoint IsScout Response PlayerLostPointScout } Response PlayerNegativeScout { scene "scenes/Player/Scout/low/451.vcd" scene "scenes/Player/Scout/low/447.vcd" scene "scenes/Player/Scout/low/449.vcd" scene "scenes/Player/Scout/low/450.vcd" scene "scenes/Player/Scout/low/448.vcd" } Rule PlayerNegativeScout { criteria ConceptPlayerNegative IsScout Response PlayerNegativeScout } Response PlayerNiceShotScout { scene "scenes/Player/Scout/low/452.vcd" scene "scenes/Player/Scout/low/453.vcd" scene "scenes/Player/Scout/low/454.vcd" } Rule PlayerNiceShotScout { criteria ConceptPlayerNiceShot IsScout Response PlayerNiceShotScout } Response PlayerPositiveScout { scene "scenes/Player/Scout/low/1302.vcd" scene "scenes/Player/Scout/low/467.vcd" scene "scenes/Player/Scout/low/469.vcd" scene "scenes/Player/Scout/low/470.vcd" scene "scenes/Player/Scout/low/471.vcd" } Rule PlayerPositiveScout { criteria ConceptPlayerPositive IsScout Response PlayerPositiveScout } Response PlayerTauntsScout { scene "scenes/Player/Scout/low/1298.vcd" scene "scenes/Player/Scout/low/436.vcd" scene "scenes/Player/Scout/low/437.vcd" scene "scenes/Player/Scout/low/1299.vcd" scene "scenes/Player/Scout/low/1300.vcd" scene "scenes/Player/Scout/low/1301.vcd" } Rule PlayerTauntsScout { criteria ConceptPlayerTaunts IsScout Response PlayerTauntsScout }