//-------------------------------------------------------------------------------------------------------------- // Spy Response Rule File //-------------------------------------------------------------------------------------------------------------- Criterion "SpyIsNotStillonFire" "SpyOnFire" "!=1" "required" weight 0 Criterion "SpyIsStillonFire" "SpyOnFire" "1" "required" weight 0 Criterion "SpyNotKillSpeech" "SpyKillSpeech" "!=1" "required" weight 0 Criterion "SpyNotKillSpeechMelee" "SpyKillSpeechMelee" "!=1" "required" weight 0 Criterion "SpyNotSaidHealThanks" "SpySaidHealThanks" "!=1" "required" Criterion "IsHelpCapSpy" "SpyHelpCap" "1" "required" weight 0 Response PlayerCloakedSpyScoutSpy { scene "scenes/Player/Spy/low/721.vcd" } Rule PlayerCloakedSpyScoutSpy { criteria ConceptPlayerCloakedSpy IsSpy IsOnScout Response PlayerCloakedSpyScoutSpy } Response PlayerCloakedSpyDemomanSpy { scene "scenes/Player/Spy/low/729.vcd" } Rule PlayerCloakedSpyDemomanSpy { criteria ConceptPlayerCloakedSpy IsSpy IsOnDemoman Response PlayerCloakedSpyDemomanSpy } Response PlayerCloakedSpyEngineerSpy { scene "scenes/Player/Spy/low/735.vcd" } Rule PlayerCloakedSpyEngineerSpy { criteria ConceptPlayerCloakedSpy IsSpy IsOnEngineer Response PlayerCloakedSpyEngineerSpy } Response PlayerCloakedSpyHeavySpy { scene "scenes/Player/Spy/low/725.vcd" } Rule PlayerCloakedSpyHeavySpy { criteria ConceptPlayerCloakedSpy IsSpy IsOnHeavy Response PlayerCloakedSpyHeavySpy } Response PlayerCloakedSpyMedicSpy { scene "scenes/Player/Spy/low/733.vcd" } Rule PlayerCloakedSpyMedicSpy { criteria ConceptPlayerCloakedSpy IsSpy IsOnMedic Response PlayerCloakedSpyMedicSpy } Response PlayerCloakedSpyPyroSpy { scene "scenes/Player/Spy/low/727.vcd" } Rule PlayerCloakedSpyPyroSpy { criteria ConceptPlayerCloakedSpy IsSpy IsOnPyro Response PlayerCloakedSpyPyroSpy } Response PlayerCloakedSpySniperSpy { scene "scenes/Player/Spy/low/737.vcd" } Rule PlayerCloakedSpySniperSpy { criteria ConceptPlayerCloakedSpy IsSpy IsOnSniper Response PlayerCloakedSpySniperSpy } Response PlayerCloakedSpySoldierSpy { scene "scenes/Player/Spy/low/723.vcd" } Rule PlayerCloakedSpySoldierSpy { criteria ConceptPlayerCloakedSpy IsSpy IsOnSoldier Response PlayerCloakedSpySoldierSpy } Response PlayerCloakedSpySpySpy { scene "scenes/Player/Spy/low/731.vcd" scene "scenes/Player/Spy/low/732.vcd" } Rule PlayerCloakedSpySpySpy { criteria ConceptPlayerCloakedSpy IsSpy IsOnSpy Response PlayerCloakedSpySpySpy } //-------------------------------------------------------------------------------------------------------------- // Auto Speech //-------------------------------------------------------------------------------------------------------------- Response HealThanksSpy { scene "scenes/Player/Spy/low/851.vcd" scene "scenes/Player/Spy/low/852.vcd" scene "scenes/Player/Spy/low/853.vcd" } Rule HealThanksSpy { criteria ConceptMedicChargeStopped IsSpy SuperHighHealthContext SpyNotSaidHealThanks 50PercentChance ApplyContext "SpySaidHealThanks:1:20" Response HealThanksSpy } Response PlayerRoundStartSpy { scene "scenes/Player/Spy/low/708.vcd" predelay "1.0, 5.0" scene "scenes/Player/Spy/low/709.vcd" predelay "1.0, 5.0" scene "scenes/Player/Spy/low/1309.vcd" predelay "1.0, 5.0" scene "scenes/Player/Spy/low/707.vcd" predelay "1.0, 5.0" } Rule PlayerRoundStartSpy { criteria ConceptPlayerRoundStart IsSpy Response PlayerRoundStartSpy } Response PlayerCappedIntelligenceSpy { scene "scenes/Player/Spy/low/698.vcd" scene "scenes/Player/Spy/low/699.vcd" scene "scenes/Player/Spy/low/700.vcd" } Rule PlayerCappedIntelligenceSpy { criteria ConceptPlayerCapturedIntelligence IsSpy Response PlayerCappedIntelligenceSpy } Response PlayerCapturedPointSpy { scene "scenes/Player/Spy/low/695.vcd" scene "scenes/Player/Spy/low/696.vcd" scene "scenes/Player/Spy/low/697.vcd" } Rule PlayerCapturedPointSpy { criteria ConceptPlayerCapturedPoint IsSpy Response PlayerCapturedPointSpy } Response PlayerSuddenDeathSpy { scene "scenes/Player/Spy/low/766.vcd" scene "scenes/Player/Spy/low/767.vcd" scene "scenes/Player/Spy/low/768.vcd" scene "scenes/Player/Spy/low/769.vcd" scene "scenes/Player/Spy/low/771.vcd" scene "scenes/Player/Spy/low/770.vcd" } Rule PlayerSuddenDeathSpy { criteria ConceptPlayerSuddenDeathStart IsSpy Response PlayerSuddenDeathSpy } Response PlayerStalemateSpy { scene "scenes/Player/Spy/low/701.vcd" scene "scenes/Player/Spy/low/702.vcd" scene "scenes/Player/Spy/low/703.vcd" } Rule PlayerStalemateSpy { criteria ConceptPlayerStalemate IsSpy Response PlayerStalemateSpy } Response PlayerTeleporterThanksSpy { scene "scenes/Player/Spy/low/854.vcd" scene "scenes/Player/Spy/low/855.vcd" scene "scenes/Player/Spy/low/856.vcd" } Rule PlayerTeleporterThanksSpy { criteria ConceptTeleported IsNotEngineer IsSpy 30PercentChance Response PlayerTeleporterThanksSpy } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Combat //-------------------------------------------------------------------------------------------------------------- Response DefendOnThePointSpy { scene "scenes/Player/Spy/low/830.vcd" scene "scenes/Player/Spy/low/1323.vcd" scene "scenes/Player/Spy/low/1324.vcd" scene "scenes/Player/Spy/low/1325.vcd" } Rule DefendOnThePointSpy { criteria ConceptFireWeapon IsSpy IsOnFriendlyControlPoint NotDefendOnThePointSpeech ApplyContext "DefendOnThePointSpeech:1:30" applycontexttoworld Response DefendOnThePointSpy } Response KilledPlayerManySpy { scene "scenes/Player/Spy/low/824.vcd" } Rule KilledPlayerManySpy { criteria ConceptKilledPlayer IsManyRecentKills 30PercentChance IsWeaponPrimary KilledPlayerDelay SpyNotKillSpeech IsSpy ApplyContext "SpyKillSpeech:1:10" applycontexttoworld Response KilledPlayerManySpy } Response KilledPlayerMeleeSpy { scene "scenes/Player/Spy/low/817.vcd" scene "scenes/Player/Spy/low/818.vcd" scene "scenes/Player/Spy/low/826.vcd" } Rule KilledPlayerMeleeSpy { criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance IsWeaponMelee SpyNotKillSpeechMelee IsSpy ApplyContext "SpyKillSpeechMelee:1:10" applycontexttoworld Response KilledPlayerMeleeSpy } Response PlayerKilledCapperSpy { scene "scenes/Player/Spy/low/713.vcd" scene "scenes/Player/Spy/low/716.vcd" scene "scenes/Player/Spy/low/809.vcd" scene "scenes/Player/Spy/low/810.vcd" scene "scenes/Player/Spy/low/811.vcd" } Rule PlayerKilledCapperSpy { criteria ConceptCapBlocked IsSpy ApplyContext "SpyKillSpeech:1:10" Response PlayerKilledCapperSpy } Response PlayerKilledDominatingSpy { scene "scenes/Player/Spy/low/772.vcd" predelay "2.5" scene "scenes/Player/Spy/low/1312.vcd" predelay "2.5" scene "scenes/Player/Spy/low/773.vcd" predelay "2.5" scene "scenes/Player/Spy/low/774.vcd" predelay "2.5" scene "scenes/Player/Spy/low/1313.vcd" predelay "2.5" scene "scenes/Player/Spy/low/775.vcd" predelay "2.5" scene "scenes/Player/Spy/low/1322.vcd" predelay "2.5" scene "scenes/Player/Spy/low/825.vcd" predelay "2.5" } Rule PlayerKilledDominatingSpy { criteria ConceptKilledPlayer IsSpy IsDominated ApplyContext "SpyKillSpeech:1:10" Response PlayerKilledDominatingSpy } Response PlayerKilledForRevengeSpy { scene "scenes/Player/Spy/low/710.vcd" predelay "2.5" scene "scenes/Player/Spy/low/715.vcd" predelay "2.5" scene "scenes/Player/Spy/low/743.vcd" predelay "2.5" scene "scenes/Player/Spy/low/812.vcd" predelay "2.5" scene "scenes/Player/Spy/low/813.vcd" predelay "2.5" } Rule PlayerKilledForRevengeSpy { criteria ConceptKilledPlayer IsSpy IsRevenge ApplyContext "SpyKillSpeech:1:10" Response PlayerKilledForRevengeSpy } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Pain //-------------------------------------------------------------------------------------------------------------- Response PlayerAttackerPainSpy { scene "scenes/Player/Spy/low/803.vcd" scene "scenes/Player/Spy/low/804.vcd" scene "scenes/Player/Spy/low/805.vcd" scene "scenes/Player/Spy/low/1387.vcd" scene "scenes/Player/Spy/low/1388.vcd" } Rule PlayerAttackerPainSpy { criteria ConceptAttackerPain IsSpy Response PlayerAttackerPainSpy } Response PlayerOnFireSpy { scene "scenes/Player/Spy/low/704.vcd" } Rule PlayerOnFireSpy { criteria ConceptFire IsSpy SpyIsNotStillonFire ApplyContext "SpyOnFire:1:7" Response PlayerOnFireSpy } Response PlayerOnFireRareSpy { scene "scenes/Player/Spy/low/705.vcd" scene "scenes/Player/Spy/low/706.vcd" } Rule PlayerOnFireRareSpy { criteria ConceptFire IsSpy 10PercentChance SpyIsNotStillonFire ApplyContext "SpyOnFire:1:7" Response PlayerOnFireRareSpy } Response PlayerPainSpy { scene "scenes/Player/Spy/low/806.vcd" scene "scenes/Player/Spy/low/807.vcd" scene "scenes/Player/Spy/low/808.vcd" scene "scenes/Player/Spy/low/1381.vcd" } Rule PlayerPainSpy { criteria ConceptPain IsSpy Response PlayerPainSpy } Response PlayerStillOnFireSpy { scene "scenes/Player/Spy/low/1928.vcd" } Rule PlayerStillOnFireSpy { criteria ConceptFire IsSpy SpyIsStillonFire ApplyContext "SpyOnFire:1:7" Response PlayerStillOnFireSpy } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 1 //-------------------------------------------------------------------------------------------------------------- Response PlayerGoSpy { scene "scenes/Player/Spy/low/740.vcd" scene "scenes/Player/Spy/low/741.vcd" scene "scenes/Player/Spy/low/742.vcd" } Rule PlayerGoSpy { criteria ConceptPlayerGo IsSpy Response PlayerGoSpy } Response PlayerHeadLeftSpy { scene "scenes/Player/Spy/low/746.vcd" scene "scenes/Player/Spy/low/747.vcd" scene "scenes/Player/Spy/low/748.vcd" } Rule PlayerHeadLeftSpy { criteria ConceptPlayerLeft IsSpy Response PlayerHeadLeftSpy } Response PlayerHeadRightSpy { scene "scenes/Player/Spy/low/749.vcd" scene "scenes/Player/Spy/low/750.vcd" scene "scenes/Player/Spy/low/751.vcd" } Rule PlayerHeadRightSpy { criteria ConceptPlayerRight IsSpy Response PlayerHeadRightSpy } Response PlayerHelpSpy { scene "scenes/Player/Spy/low/752.vcd" scene "scenes/Player/Spy/low/753.vcd" scene "scenes/Player/Spy/low/754.vcd" } Rule PlayerHelpSpy { criteria ConceptPlayerHelp IsSpy Response PlayerHelpSpy } Response PlayerHelpCaptureSpy { scene "scenes/Player/Spy/low/755.vcd" scene "scenes/Player/Spy/low/756.vcd" scene "scenes/Player/Spy/low/757.vcd" } Rule PlayerHelpCaptureSpy { criteria ConceptPlayerHelp IsSpy IsOnCappableControlPoint ApplyContext "SpyHelpCap:1:10" Response PlayerHelpCaptureSpy } Response PlayerHelpCapture2Spy { scene "scenes/Player/Spy/low/830.vcd" scene "scenes/Player/Spy/low/1323.vcd" scene "scenes/Player/Spy/low/1324.vcd" scene "scenes/Player/Spy/low/1325.vcd" } Rule PlayerHelpCapture2Spy { criteria ConceptPlayerHelp IsSpy IsOnCappableControlPoint IsHelpCapSpy Response PlayerHelpCapture2Spy } Response PlayerHelpDefendSpy { scene "scenes/Player/Spy/low/758.vcd" scene "scenes/Player/Spy/low/759.vcd" scene "scenes/Player/Spy/low/760.vcd" } Rule PlayerHelpDefendSpy { criteria ConceptPlayerHelp IsSpy IsOnFriendlyControlPoint Response PlayerHelpDefendSpy } Response PlayerMedicSpy { scene "scenes/Player/Spy/low/779.vcd" scene "scenes/Player/Spy/low/780.vcd" scene "scenes/Player/Spy/low/781.vcd" } Rule PlayerMedicSpy { criteria ConceptPlayerMedic IsSpy Response PlayerMedicSpy } Response PlayerMoveUpSpy { scene "scenes/Player/Spy/low/782.vcd" scene "scenes/Player/Spy/low/1317.vcd" } Rule PlayerMoveUpSpy { criteria ConceptPlayerMoveUp IsSpy Response PlayerMoveUpSpy } Response PlayerNoSpy { scene "scenes/Player/Spy/low/797.vcd" scene "scenes/Player/Spy/low/798.vcd" scene "scenes/Player/Spy/low/799.vcd" } Rule PlayerNoSpy { criteria ConceptPlayerNo IsSpy Response PlayerNoSpy } Response PlayerThanksSpy { scene "scenes/Player/Spy/low/849.vcd" scene "scenes/Player/Spy/low/850.vcd" scene "scenes/Player/Spy/low/1326.vcd" } Rule PlayerThanksSpy { criteria ConceptPlayerThanks IsSpy Response PlayerThanksSpy } Response PlayerYesSpy { scene "scenes/Player/Spy/low/857.vcd" scene "scenes/Player/Spy/low/858.vcd" scene "scenes/Player/Spy/low/859.vcd" } Rule PlayerYesSpy { criteria ConceptPlayerYes IsSpy Response PlayerYesSpy } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 2 //-------------------------------------------------------------------------------------------------------------- Response PlayerActivateChargeSpy { scene "scenes/Player/Spy/low/692.vcd" scene "scenes/Player/Spy/low/693.vcd" scene "scenes/Player/Spy/low/694.vcd" } Rule PlayerActivateChargeSpy { criteria ConceptPlayerActivateCharge IsSpy Response PlayerActivateChargeSpy } Response PlayerCloakedSpySpy { scene "scenes/Player/Spy/low/718.vcd" scene "scenes/Player/Spy/low/719.vcd" scene "scenes/Player/Spy/low/720.vcd" scene "scenes/Player/Spy/low/1310.vcd" } Rule PlayerCloakedSpySpy { criteria ConceptPlayerCloakedSpy IsSpy Response PlayerCloakedSpySpy } Response PlayerDispenserHereSpy { scene "scenes/Player/Spy/low/783.vcd" } Rule PlayerDispenserHereSpy { criteria ConceptPlayerDispenserHere IsSpy Response PlayerDispenserHereSpy } Response PlayerIncomingSpy { scene "scenes/Player/Spy/low/761.vcd" scene "scenes/Player/Spy/low/762.vcd" scene "scenes/Player/Spy/low/763.vcd" } Rule PlayerIncomingSpy { criteria ConceptPlayerIncoming IsSpy Response PlayerIncomingSpy } Response PlayerSentryAheadSpy { scene "scenes/Player/Spy/low/815.vcd" scene "scenes/Player/Spy/low/814.vcd" } Rule PlayerSentryAheadSpy { criteria ConceptPlayerSentryAhead IsSpy Response PlayerSentryAheadSpy } Response PlayerSentryHereSpy { scene "scenes/Player/Spy/low/786.vcd" } Rule PlayerSentryHereSpy { criteria ConceptPlayerSentryHere IsSpy Response PlayerSentryHereSpy } Response PlayerTeleporterHereSpy { scene "scenes/Player/Spy/low/788.vcd" } Rule PlayerTeleporterHereSpy { criteria ConceptPlayerTeleporterHere IsSpy Response PlayerTeleporterHereSpy } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 3 //-------------------------------------------------------------------------------------------------------------- Response PlayerBattleCrySpy { scene "scenes/Player/Spy/low/708.vcd" scene "scenes/Player/Spy/low/709.vcd" scene "scenes/Player/Spy/low/1309.vcd" scene "scenes/Player/Spy/low/707.vcd" } Rule PlayerBattleCrySpy { criteria ConceptPlayerBattleCry IsSpy Response PlayerBattleCrySpy } Response PlayerCheersSpy { scene "scenes/Player/Spy/low/710.vcd" scene "scenes/Player/Spy/low/711.vcd" scene "scenes/Player/Spy/low/712.vcd" scene "scenes/Player/Spy/low/713.vcd" scene "scenes/Player/Spy/low/714.vcd" scene "scenes/Player/Spy/low/715.vcd" scene "scenes/Player/Spy/low/716.vcd" scene "scenes/Player/Spy/low/717.vcd" } Rule PlayerCheersSpy { criteria ConceptPlayerCheers IsSpy Response PlayerCheersSpy } Response PlayerDisguisedTauntsSpy { scene "scenes/Player/Spy/low/840.vcd" scene "scenes/Player/Spy/low/839.vcd" } Rule PlayerDisguisedTauntsSpy { criteria ConceptPlayerTaunts IsDisguised IsSpy Response PlayerDisguisedTauntsSpy } Response PlayerGoodJobSpy { scene "scenes/Player/Spy/low/743.vcd" scene "scenes/Player/Spy/low/744.vcd" scene "scenes/Player/Spy/low/745.vcd" } Rule PlayerGoodJobSpy { criteria ConceptPlayerGoodJob IsSpy Response PlayerGoodJobSpy } Response PlayerJeersSpy { scene "scenes/Player/Spy/low/766.vcd" scene "scenes/Player/Spy/low/767.vcd" scene "scenes/Player/Spy/low/768.vcd" scene "scenes/Player/Spy/low/769.vcd" scene "scenes/Player/Spy/low/771.vcd" scene "scenes/Player/Spy/low/770.vcd" } Rule PlayerJeersSpy { criteria ConceptPlayerJeers IsSpy Response PlayerJeersSpy } Response PlayerLostPointSpy { scene "scenes/Player/Spy/low/792.vcd" scene "scenes/Player/Spy/low/793.vcd" scene "scenes/Player/Spy/low/790.vcd" scene "scenes/Player/Spy/low/791.vcd" scene "scenes/Player/Spy/low/789.vcd" scene "scenes/Player/Spy/low/1318.vcd" scene "scenes/Player/Spy/low/1319.vcd" scene "scenes/Player/Spy/low/1320.vcd" scene "scenes/Player/Spy/low/1321.vcd" } Rule PlayerLostPointSpy { criteria ConceptPlayerLostPoint IsSpy Response PlayerLostPointSpy } Response PlayerNegativeSpy { scene "scenes/Player/Spy/low/792.vcd" scene "scenes/Player/Spy/low/793.vcd" scene "scenes/Player/Spy/low/790.vcd" scene "scenes/Player/Spy/low/791.vcd" scene "scenes/Player/Spy/low/789.vcd" scene "scenes/Player/Spy/low/1318.vcd" scene "scenes/Player/Spy/low/1319.vcd" scene "scenes/Player/Spy/low/1320.vcd" scene "scenes/Player/Spy/low/1321.vcd" } Rule PlayerNegativeSpy { criteria ConceptPlayerNegative IsSpy Response PlayerNegativeSpy } Response PlayerNiceShotSpy { scene "scenes/Player/Spy/low/794.vcd" scene "scenes/Player/Spy/low/795.vcd" scene "scenes/Player/Spy/low/796.vcd" } Rule PlayerNiceShotSpy { criteria ConceptPlayerNiceShot IsSpy Response PlayerNiceShotSpy } Response PlayerPositiveSpy { scene "scenes/Player/Spy/low/809.vcd" scene "scenes/Player/Spy/low/810.vcd" scene "scenes/Player/Spy/low/811.vcd" scene "scenes/Player/Spy/low/812.vcd" scene "scenes/Player/Spy/low/813.vcd" } Rule PlayerPositiveSpy { criteria ConceptPlayerPositive IsSpy Response PlayerPositiveSpy } Response PlayerTauntsSpy { scene "scenes/Player/Spy/low/777.vcd" scene "scenes/Player/Spy/low/778.vcd" scene "scenes/Player/Spy/low/1314.vcd" scene "scenes/Player/Spy/low/1315.vcd" scene "scenes/Player/Spy/low/1316.vcd" } Rule PlayerTauntsSpy { criteria ConceptPlayerTaunts IsSpy Response PlayerTauntsSpy }