//-------------------------------------------------------------------------------------------------------------- // Soldier Response Rule File //-------------------------------------------------------------------------------------------------------------- Criterion "SoldierIsKillSpeechObject" "SoldierKillSpeechObject" "1" "required" weight 0 Criterion "SoldierIsNotStillonFire" "SoldierOnFire" "!=1" "required" weight 0 Criterion "SoldierIsStillonFire" "SoldierOnFire" "1" "required" weight 0 Criterion "SoldierNotKillSpeech" "SoldierKillSpeech" "!=1" "required" weight 0 Criterion "SoldierNotKillSpeechMelee" "SoldierKillSpeechMelee" "!=1" "required" weight 0 Criterion "SoldierNotSaidHealThanks" "SoldierSaidHealThanks" "!=1" "required" Criterion "IsHelpCapSoldier" "SoldierHelpCap" "1" "required" weight 0 Response PlayerCloakedSpyScoutSoldier { scene "scenes/Player/Soldier/low/1074.vcd" } Rule PlayerCloakedSpyScoutSoldier { criteria ConceptPlayerCloakedSpy IsSoldier IsOnScout Response PlayerCloakedSpyScoutSoldier } Response PlayerCloakedSpyDemomanSoldier { scene "scenes/Player/Soldier/low/1082.vcd" } Rule PlayerCloakedSpyDemomanSoldier { criteria ConceptPlayerCloakedSpy IsSoldier IsOnDemoman Response PlayerCloakedSpyDemomanSoldier } Response PlayerCloakedSpyEngineerSoldier { scene "scenes/Player/Soldier/low/1087.vcd" } Rule PlayerCloakedSpyEngineerSoldier { criteria ConceptPlayerCloakedSpy IsSoldier IsOnEngineer Response PlayerCloakedSpyEngineerSoldier } Response PlayerCloakedSpyHeavySoldier { scene "scenes/Player/Soldier/low/1077.vcd" } Rule PlayerCloakedSpyHeavySoldier { criteria ConceptPlayerCloakedSpy IsSoldier IsOnHeavy Response PlayerCloakedSpyHeavySoldier } Response PlayerCloakedSpyMedicSoldier { scene "scenes/Player/Soldier/low/1085.vcd" } Rule PlayerCloakedSpyMedicSoldier { criteria ConceptPlayerCloakedSpy IsSoldier IsOnMedic Response PlayerCloakedSpyMedicSoldier } Response PlayerCloakedSpyPyroSoldier { scene "scenes/Player/Soldier/low/1080.vcd" } Rule PlayerCloakedSpyPyroSoldier { criteria ConceptPlayerCloakedSpy IsSoldier IsOnPyro Response PlayerCloakedSpyPyroSoldier } Response PlayerCloakedSpySniperSoldier { scene "scenes/Player/Soldier/low/1090.vcd" } Rule PlayerCloakedSpySniperSoldier { criteria ConceptPlayerCloakedSpy IsSoldier IsOnSniper Response PlayerCloakedSpySniperSoldier } Response PlayerCloakedSpySoldierSoldier { scene "scenes/Player/Soldier/low/1075.vcd" } Rule PlayerCloakedSpySoldierSoldier { criteria ConceptPlayerCloakedSpy IsSoldier IsOnSoldier Response PlayerCloakedSpySoldierSoldier } Response PlayerCloakedSpySpySoldier { scene "scenes/Player/Soldier/low/1083.vcd" } Rule PlayerCloakedSpySpySoldier { criteria ConceptPlayerCloakedSpy IsSoldier IsOnSpy Response PlayerCloakedSpySpySoldier } //-------------------------------------------------------------------------------------------------------------- // Auto Speech //-------------------------------------------------------------------------------------------------------------- Response HealThanksSoldier { scene "scenes/Player/Soldier/low/1213.vcd" scene "scenes/Player/Soldier/low/1214.vcd" scene "scenes/Player/Soldier/low/1215.vcd" } Rule HealThanksSoldier { criteria ConceptMedicChargeStopped IsSoldier SuperHighHealthContext SoldierNotSaidHealThanks 50PercentChance ApplyContext "SoldierSaidHealThanks:1:20" Response HealThanksSoldier } Response PlayerRoundStartSoldier { scene "scenes/Player/Soldier/low/1055.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/1057.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/1058.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/1059.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/1056.vcd" predelay "1.0, 5.0" scene "scenes/Player/Soldier/low/1060.vcd" predelay "1.0, 5.0" } Rule PlayerRoundStartSoldier { criteria ConceptPlayerRoundStart IsSoldier Response PlayerRoundStartSoldier } Response PlayerCappedIntelligenceSoldier { scene "scenes/Player/Soldier/low/1046.vcd" scene "scenes/Player/Soldier/low/1048.vcd" scene "scenes/Player/Soldier/low/1047.vcd" } Rule PlayerCappedIntelligenceSoldier { criteria ConceptPlayerCapturedIntelligence IsSoldier Response PlayerCappedIntelligenceSoldier } Response PlayerCapturedPointSoldier { scene "scenes/Player/Soldier/low/1043.vcd" scene "scenes/Player/Soldier/low/1044.vcd" scene "scenes/Player/Soldier/low/1045.vcd" } Rule PlayerCapturedPointSoldier { criteria ConceptPlayerCapturedPoint IsSoldier Response PlayerCapturedPointSoldier } Response PlayerSuddenDeathSoldier { scene "scenes/Player/Soldier/low/1120.vcd" scene "scenes/Player/Soldier/low/1121.vcd" scene "scenes/Player/Soldier/low/1122.vcd" scene "scenes/Player/Soldier/low/1123.vcd" scene "scenes/Player/Soldier/low/1124.vcd" scene "scenes/Player/Soldier/low/1125.vcd" scene "scenes/Player/Soldier/low/1126.vcd" scene "scenes/Player/Soldier/low/1127.vcd" scene "scenes/Player/Soldier/low/1128.vcd" scene "scenes/Player/Soldier/low/1129.vcd" scene "scenes/Player/Soldier/low/1130.vcd" scene "scenes/Player/Soldier/low/1131.vcd" } Rule PlayerSuddenDeathSoldier { criteria ConceptPlayerSuddenDeathStart IsSoldier Response PlayerSuddenDeathSoldier } Response PlayerStalemateSoldier { scene "scenes/Player/Soldier/low/1049.vcd" scene "scenes/Player/Soldier/low/1050.vcd" scene "scenes/Player/Soldier/low/1051.vcd" } Rule PlayerStalemateSoldier { criteria ConceptPlayerStalemate IsSoldier Response PlayerStalemateSoldier } Response PlayerTeleporterThanksSoldier { scene "scenes/Player/Soldier/low/1216.vcd" scene "scenes/Player/Soldier/low/1217.vcd" scene "scenes/Player/Soldier/low/1218.vcd" } Rule PlayerTeleporterThanksSoldier { criteria ConceptTeleported IsNotEngineer IsSoldier 30PercentChance Response PlayerTeleporterThanksSoldier } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Combat //-------------------------------------------------------------------------------------------------------------- Response DefendOnThePointSoldier { scene "scenes/Player/Soldier/low/1187.vcd" scene "scenes/Player/Soldier/low/1354.vcd" scene "scenes/Player/Soldier/low/1355.vcd" } Rule DefendOnThePointSoldier { criteria ConceptFireWeapon IsSoldier IsOnFriendlyControlPoint NotDefendOnThePointSpeech ApplyContext "DefendOnThePointSpeech:1:30" applycontexttoworld Response DefendOnThePointSoldier } Response KilledPlayerManySoldier { scene "scenes/Player/Soldier/low/1181.vcd" scene "scenes/Player/Soldier/low/1356.vcd" scene "scenes/Player/Soldier/low/1188.vcd" scene "scenes/Player/Soldier/low/1197.vcd" scene "scenes/Player/Soldier/low/1199.vcd" } Rule KilledPlayerManySoldier { criteria ConceptKilledPlayer IsManyRecentKills 30PercentChance IsWeaponPrimary KilledPlayerDelay SoldierNotKillSpeech IsSoldier ApplyContext "SoldierKillSpeech:1:10" applycontexttoworld Response KilledPlayerManySoldier } Response KilledPlayerMeleeSoldier { scene "scenes/Player/Soldier/low/1185.vcd" } Rule KilledPlayerMeleeSoldier { criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance IsWeaponMelee SoldierNotKillSpeechMelee IsSoldier ApplyContext "SoldierKillSpeechMelee:1:10" applycontexttoworld Response KilledPlayerMeleeSoldier } Response KilledPlayerVeryManySoldier { scene "scenes/Player/Soldier/low/1206.vcd" } Rule KilledPlayerVeryManySoldier { criteria ConceptKilledPlayer IsVeryManyRecentKills 50PercentChance IsWeaponPrimary KilledPlayerDelay SoldierNotKillSpeech IsSoldier ApplyContext "SoldierKillSpeech:1:10" applycontexttoworld Response KilledPlayerVeryManySoldier } Response PlayerKilledCapperSoldier { scene "scenes/Player/Soldier/low/1064.vcd" scene "scenes/Player/Soldier/low/1062.vcd" scene "scenes/Player/Soldier/low/1063.vcd" } Rule PlayerKilledCapperSoldier { criteria ConceptCapBlocked IsSoldier ApplyContext "SoldierKillSpeech:1:10" Response PlayerKilledCapperSoldier } Response PlayerKilledDominatingSoldier { scene "scenes/Player/Soldier/low/1132.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/1346.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/1348.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/1133.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/1134.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/1347.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/1135.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/1349.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/1195.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/1202.vcd" predelay "2.5" } Rule PlayerKilledDominatingSoldier { criteria ConceptKilledPlayer IsSoldier IsDominated ApplyContext "SoldierKillSpeech:1:10" Response PlayerKilledDominatingSoldier } Response PlayerKilledForRevengeSoldier { scene "scenes/Player/Soldier/low/1060.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/1065.vcd" predelay "2.5" scene "scenes/Player/Soldier/low/1096.vcd" predelay "2.5" } Rule PlayerKilledForRevengeSoldier { criteria ConceptKilledPlayer IsSoldier IsRevenge ApplyContext "SoldierKillSpeech:1:10" Response PlayerKilledForRevengeSoldier } Response PlayerKilledObjectSoldier { scene "scenes/Player/Soldier/low/1055.vcd" scene "scenes/Player/Soldier/low/1345.vcd" scene "scenes/Player/Soldier/low/1172.vcd" scene "scenes/Player/Soldier/low/1175.vcd" scene "scenes/Player/Soldier/low/1182.vcd" } Rule PlayerKilledObjectSoldier { criteria ConceptKilledObject IsSoldier 30PercentChance IsARecentKill ApplyContext "SoldierKillSpeechObject:1:30" applycontexttoworld Response PlayerKilledObjectSoldier } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Pain //-------------------------------------------------------------------------------------------------------------- Response PlayerAttackerPainSoldier { scene "scenes/Player/Soldier/low/1165.vcd" scene "scenes/Player/Soldier/low/1166.vcd" scene "scenes/Player/Soldier/low/1167.vcd" scene "scenes/Player/Soldier/low/1371.vcd" scene "scenes/Player/Soldier/low/1372.vcd" scene "scenes/Player/Soldier/low/1373.vcd" } Rule PlayerAttackerPainSoldier { criteria ConceptAttackerPain IsSoldier Response PlayerAttackerPainSoldier } Response PlayerOnFireSoldier { scene "scenes/Player/Soldier/low/1052.vcd" } Rule PlayerOnFireSoldier { criteria ConceptFire IsSoldier SoldierIsNotStillonFire ApplyContext "SoldierOnFire:1:7" Response PlayerOnFireSoldier } Response PlayerOnFireRareSoldier { scene "scenes/Player/Soldier/low/1053.vcd" scene "scenes/Player/Soldier/low/1054.vcd" } Rule PlayerOnFireRareSoldier { criteria ConceptFire IsSoldier 10PercentChance SoldierIsNotStillonFire ApplyContext "SoldierOnFire:1:7" Response PlayerOnFireRareSoldier } Response PlayerPainSoldier { scene "scenes/Player/Soldier/low/1168.vcd" scene "scenes/Player/Soldier/low/1169.vcd" scene "scenes/Player/Soldier/low/1170.vcd" scene "scenes/Player/Soldier/low/1374.vcd" scene "scenes/Player/Soldier/low/1375.vcd" scene "scenes/Player/Soldier/low/1376.vcd" scene "scenes/Player/Soldier/low/1377.vcd" scene "scenes/Player/Soldier/low/1378.vcd" } Rule PlayerPainSoldier { criteria ConceptPain IsSoldier Response PlayerPainSoldier } Response PlayerStillOnFireSoldier { scene "scenes/Player/Soldier/low/1926.vcd" } Rule PlayerStillOnFireSoldier { criteria ConceptFire IsSoldier SoldierIsStillonFire ApplyContext "SoldierOnFire:1:7" Response PlayerStillOnFireSoldier } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 1 //-------------------------------------------------------------------------------------------------------------- Response PlayerGoSoldier { scene "scenes/Player/Soldier/low/1092.vcd" scene "scenes/Player/Soldier/low/1093.vcd" scene "scenes/Player/Soldier/low/1094.vcd" } Rule PlayerGoSoldier { criteria ConceptPlayerGo IsSoldier Response PlayerGoSoldier } Response PlayerHeadLeftSoldier { scene "scenes/Player/Soldier/low/1098.vcd" scene "scenes/Player/Soldier/low/1100.vcd" scene "scenes/Player/Soldier/low/1099.vcd" } Rule PlayerHeadLeftSoldier { criteria ConceptPlayerLeft IsSoldier Response PlayerHeadLeftSoldier } Response PlayerHeadRightSoldier { scene "scenes/Player/Soldier/low/1103.vcd" scene "scenes/Player/Soldier/low/1101.vcd" scene "scenes/Player/Soldier/low/1102.vcd" } Rule PlayerHeadRightSoldier { criteria ConceptPlayerRight IsSoldier Response PlayerHeadRightSoldier } Response PlayerHelpSoldier { scene "scenes/Player/Soldier/low/1104.vcd" scene "scenes/Player/Soldier/low/1105.vcd" scene "scenes/Player/Soldier/low/1106.vcd" } Rule PlayerHelpSoldier { criteria ConceptPlayerHelp IsSoldier Response PlayerHelpSoldier } Response PlayerHelpCaptureSoldier { scene "scenes/Player/Soldier/low/1109.vcd" scene "scenes/Player/Soldier/low/1107.vcd" scene "scenes/Player/Soldier/low/1108.vcd" } Rule PlayerHelpCaptureSoldier { criteria ConceptPlayerHelp IsSoldier IsOnCappableControlPoint ApplyContext "SoldierHelpCap:1:10" Response PlayerHelpCaptureSoldier } Response PlayerHelpCapture2Soldier { scene "scenes/Player/Soldier/low/1187.vcd" scene "scenes/Player/Soldier/low/1354.vcd" scene "scenes/Player/Soldier/low/1355.vcd" } Rule PlayerHelpCapture2Soldier { criteria ConceptPlayerHelp IsSoldier IsOnCappableControlPoint IsHelpCapSoldier Response PlayerHelpCapture2Soldier } Response PlayerHelpDefendSoldier { scene "scenes/Player/Soldier/low/1110.vcd" scene "scenes/Player/Soldier/low/1111.vcd" scene "scenes/Player/Soldier/low/1112.vcd" scene "scenes/Player/Soldier/low/1113.vcd" } Rule PlayerHelpDefendSoldier { criteria ConceptPlayerHelp IsSoldier IsOnFriendlyControlPoint Response PlayerHelpDefendSoldier } Response PlayerMedicSoldier { scene "scenes/Player/Soldier/low/1139.vcd" scene "scenes/Player/Soldier/low/1140.vcd" scene "scenes/Player/Soldier/low/1141.vcd" } Rule PlayerMedicSoldier { criteria ConceptPlayerMedic IsSoldier Response PlayerMedicSoldier } Response PlayerMoveUpSoldier { scene "scenes/Player/Soldier/low/1142.vcd" scene "scenes/Player/Soldier/low/1143.vcd" scene "scenes/Player/Soldier/low/1144.vcd" } Rule PlayerMoveUpSoldier { criteria ConceptPlayerMoveUp IsSoldier Response PlayerMoveUpSoldier } Response PlayerNoSoldier { scene "scenes/Player/Soldier/low/1159.vcd" scene "scenes/Player/Soldier/low/1161.vcd" scene "scenes/Player/Soldier/low/1160.vcd" } Rule PlayerNoSoldier { criteria ConceptPlayerNo IsSoldier Response PlayerNoSoldier } Response PlayerThanksSoldier { scene "scenes/Player/Soldier/low/1211.vcd" scene "scenes/Player/Soldier/low/1212.vcd" } Rule PlayerThanksSoldier { criteria ConceptPlayerThanks IsSoldier Response PlayerThanksSoldier } Response PlayerYesSoldier { scene "scenes/Player/Soldier/low/1350.vcd" scene "scenes/Player/Soldier/low/1220.vcd" scene "scenes/Player/Soldier/low/1221.vcd" scene "scenes/Player/Soldier/low/1219.vcd" } Rule PlayerYesSoldier { criteria ConceptPlayerYes IsSoldier Response PlayerYesSoldier } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 2 //-------------------------------------------------------------------------------------------------------------- Response PlayerActivateChargeSoldier { scene "scenes/Player/Soldier/low/1040.vcd" scene "scenes/Player/Soldier/low/1041.vcd" scene "scenes/Player/Soldier/low/1042.vcd" } Rule PlayerActivateChargeSoldier { criteria ConceptPlayerActivateCharge IsSoldier Response PlayerActivateChargeSoldier } Response PlayerCloakedSpySoldier { scene "scenes/Player/Soldier/low/1071.vcd" scene "scenes/Player/Soldier/low/1072.vcd" scene "scenes/Player/Soldier/low/1070.vcd" } Rule PlayerCloakedSpySoldier { criteria ConceptPlayerCloakedSpy IsSoldier Response PlayerCloakedSpySoldier } Response PlayerDispenserHereSoldier { scene "scenes/Player/Soldier/low/1146.vcd" } Rule PlayerDispenserHereSoldier { criteria ConceptPlayerDispenserHere IsSoldier Response PlayerDispenserHereSoldier } Response PlayerIncomingSoldier { scene "scenes/Player/Soldier/low/1114.vcd" } Rule PlayerIncomingSoldier { criteria ConceptPlayerIncoming IsSoldier Response PlayerIncomingSoldier } Response PlayerSentryAheadSoldier { scene "scenes/Player/Soldier/low/1177.vcd" scene "scenes/Player/Soldier/low/1178.vcd" scene "scenes/Player/Soldier/low/1176.vcd" } Rule PlayerSentryAheadSoldier { criteria ConceptPlayerSentryAhead IsSoldier Response PlayerSentryAheadSoldier } Response PlayerSentryHereSoldier { scene "scenes/Player/Soldier/low/1148.vcd" } Rule PlayerSentryHereSoldier { criteria ConceptPlayerSentryHere IsSoldier Response PlayerSentryHereSoldier } Response PlayerTeleporterHereSoldier { scene "scenes/Player/Soldier/low/1150.vcd" } Rule PlayerTeleporterHereSoldier { criteria ConceptPlayerTeleporterHere IsSoldier Response PlayerTeleporterHereSoldier } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 3 //-------------------------------------------------------------------------------------------------------------- Response PlayerBattleCrySoldier { scene "scenes/Player/Soldier/low/1055.vcd" scene "scenes/Player/Soldier/low/1057.vcd" scene "scenes/Player/Soldier/low/1058.vcd" scene "scenes/Player/Soldier/low/1059.vcd" scene "scenes/Player/Soldier/low/1056.vcd" scene "scenes/Player/Soldier/low/1060.vcd" } Rule PlayerBattleCrySoldier { criteria ConceptPlayerBattleCry IsSoldier Response PlayerBattleCrySoldier } Response PlayerCheersSoldier { scene "scenes/Player/Soldier/low/1065.vcd" scene "scenes/Player/Soldier/low/1068.vcd" scene "scenes/Player/Soldier/low/1066.vcd" scene "scenes/Player/Soldier/low/1064.vcd" scene "scenes/Player/Soldier/low/1062.vcd" scene "scenes/Player/Soldier/low/1063.vcd" } Rule PlayerCheersSoldier { criteria ConceptPlayerCheers IsSoldier Response PlayerCheersSoldier } Response PlayerGoodJobSoldier { scene "scenes/Player/Soldier/low/1095.vcd" scene "scenes/Player/Soldier/low/1096.vcd" scene "scenes/Player/Soldier/low/1097.vcd" } Rule PlayerGoodJobSoldier { criteria ConceptPlayerGoodJob IsSoldier Response PlayerGoodJobSoldier } Response PlayerJeersSoldier { scene "scenes/Player/Soldier/low/1120.vcd" scene "scenes/Player/Soldier/low/1121.vcd" scene "scenes/Player/Soldier/low/1122.vcd" scene "scenes/Player/Soldier/low/1123.vcd" scene "scenes/Player/Soldier/low/1124.vcd" scene "scenes/Player/Soldier/low/1125.vcd" scene "scenes/Player/Soldier/low/1126.vcd" scene "scenes/Player/Soldier/low/1127.vcd" scene "scenes/Player/Soldier/low/1128.vcd" scene "scenes/Player/Soldier/low/1129.vcd" scene "scenes/Player/Soldier/low/1130.vcd" scene "scenes/Player/Soldier/low/1131.vcd" } Rule PlayerJeersSoldier { criteria ConceptPlayerJeers IsSoldier Response PlayerJeersSoldier } Response PlayerLostPointSoldier { scene "scenes/Player/Soldier/low/1151.vcd" scene "scenes/Player/Soldier/low/1152.vcd" scene "scenes/Player/Soldier/low/1153.vcd" scene "scenes/Player/Soldier/low/1154.vcd" scene "scenes/Player/Soldier/low/1155.vcd" scene "scenes/Player/Soldier/low/1353.vcd" } Rule PlayerLostPointSoldier { criteria ConceptPlayerLostPoint IsSoldier Response PlayerLostPointSoldier } Response PlayerNegativeSoldier { scene "scenes/Player/Soldier/low/1151.vcd" scene "scenes/Player/Soldier/low/1152.vcd" scene "scenes/Player/Soldier/low/1153.vcd" scene "scenes/Player/Soldier/low/1154.vcd" scene "scenes/Player/Soldier/low/1155.vcd" scene "scenes/Player/Soldier/low/1353.vcd" } Rule PlayerNegativeSoldier { criteria ConceptPlayerNegative IsSoldier Response PlayerNegativeSoldier } Response PlayerNiceShotSoldier { scene "scenes/Player/Soldier/low/1156.vcd" scene "scenes/Player/Soldier/low/1157.vcd" scene "scenes/Player/Soldier/low/1158.vcd" } Rule PlayerNiceShotSoldier { criteria ConceptPlayerNiceShot IsSoldier Response PlayerNiceShotSoldier } Response PlayerPositiveSoldier { scene "scenes/Player/Soldier/low/1345.vcd" scene "scenes/Player/Soldier/low/1172.vcd" scene "scenes/Player/Soldier/low/1175.vcd" scene "scenes/Player/Soldier/low/1174.vcd" scene "scenes/Player/Soldier/low/1171.vcd" } Rule PlayerPositiveSoldier { criteria ConceptPlayerPositive IsSoldier Response PlayerPositiveSoldier } Response PlayerTauntsSoldier { scene "scenes/Player/Soldier/low/1136.vcd" scene "scenes/Player/Soldier/low/1137.vcd" scene "scenes/Player/Soldier/low/1138.vcd" scene "scenes/Player/Soldier/low/1351.vcd" scene "scenes/Player/Soldier/low/1352.vcd" } Rule PlayerTauntsSoldier { criteria ConceptPlayerTaunts IsSoldier Response PlayerTauntsSoldier }