// // HALF-LIFE 2 SPEECH SYSTEM SENTENCES. // // Do not use TABS. Separate sentence-names from wave definitions with single spaces only. // // Sounds prefixed by "Q_" will be queued up for a while and played as soon as the NPC is allowed to speak // //CHARACTER SECTION // //COMBINE SOLDIER // // COMBINE SOLDIER // // V_ indicates 'virtual' name or number // // last letter indicates type: 'S' = soldier // // soldier names, remembered by speaker: // V_MYNAMES0 leader {Len 0.4} // V_MYNAMES1 flash {Len 0.4} // V_MYNAMES2 ranger {Len 0.4} // V_MYNAMES3 hunter {Len 0.4} // V_MYNAMES4 blade {Len 0.4} // V_MYNAMES5 scar {Len 0.4} // V_MYNAMES6 hammer {Len 0.4} // V_MYNAMES7 sweeper {Len 0.4} // V_MYNAMES8 swift {Len 0.4} // V_MYNAMES9 fist {Len 0.4} // V_MYNAMES10 sword {Len 0.4} // V_MYNAMES11 savage {Len 0.4} // V_MYNAMES12 tracker {Len 0.4} // V_MYNAMES13 slash {Len 0.4} // V_MYNAMES14 razor {Len 0.4} // V_MYNAMES15 stab {Len 0.4} // V_MYNAMES16 spear {Len 0.4} // V_MYNAMES17 striker {Len 0.4} // V_MYNAMES18 dagger {Len 0.4} // // air support names: // V_RNDNAMES0 ghost {Len 0.4} // V_RNDNAMES1 reaper {Len 0.4} // V_RNDNAMES2 nomad {Len 0.4} // V_RNDNAMES3 hurricane {Len 0.4} // V_RNDNAMES4 phantom {Len 0.4} // V_RNDNAMES5 judge {Len 0.4} // V_RNDNAMES6 shadow {Len 0.4} // V_RNDNAMES7 slam {Len 0.4} // V_RNDNAMES8 stinger {Len 0.4} // V_RNDNAMES9 storm {Len 0.4} // V_RNDNAMES10 vamp {Len 0.4} // V_RNDNAMES11 winder {Len 0.4} // V_RNDNAMES12 star {Len 0.4} // //phonetic alphabet/codes: // V_RNDCODES0 apex {Len 0.4} // V_RNDCODES1 ion {Len 0.4} // V_RNDCODES2 jet {Len 0.4} // V_RNDCODES3 kilo {Len 0.4} // V_RNDCODES4 mace {Len 0.4} // V_RNDCODES5 nova {Len 0.4} // V_RNDCODES6 payback {Len 0.4} // V_RNDCODES7 sundown {Len 0.4} // V_RNDCODES8 uniform {Len 0.4} // V_RNDCODES9 boomer {Len 0.4} // V_RNDCODES10 echo {Len 0.4} // V_RNDCODES11 flatline {Len 0.4} // V_RNDCODES12 helix {Len 0.4} // V_RNDCODES13 ice {Len 0.4} // V_RNDCODES14 quicksand {Len 0.4} // V_RNDCODES15 payback {Len 0.4} // V_RNDCODES16 ripcord {Len 0.4} // //Numbers, remembered by speaker: // V_MYNUMS0 zero {Len 0.4} // V_MYNUMS1 one {Len 0.4} // V_MYNUMS2 two {Len 0.4} // V_MYNUMS3 three {Len 0.4} // V_MYNUMS4 four {Len 0.4} // V_MYNUMS5 five {Len 0.4} // V_MYNUMS6 six {Len 0.4} // V_MYNUMS7 seven {Len 0.4} // V_MYNUMS8 eight {Len 0.4} // V_MYNUMS9 niner {Len 0.4} // // random numbers // V_RNDNUMS0 zero {Len 0.4} // V_RNDNUMS1 one {Len 0.4} // V_RNDNUMS2 two {Len 0.4} // V_RNDNUMS3 three {Len 0.4} // V_RNDNUMS4 four {Len 0.4} // V_RNDNUMS5 five {Len 0.4} // V_RNDNUMS6 six {Len 0.4} // V_RNDNUMS7 seven {Len 0.4} // V_RNDNUMS8 eight {Len 0.4} // V_RNDNUMS9 niner {Len 0.4} // // numbers, must be in order, used for distance/heading to player use: V_DISTS or V_DIRS // V_NUMBERSS0 zero {Len 0.4} // V_NUMBERSS1 one {Len 0.4} // V_NUMBERSS2 two {Len 0.4} // V_NUMBERSS3 three {Len 0.4} // V_NUMBERSS4 four {Len 0.4} // V_NUMBERSS5 five {Len 0.4} // V_NUMBERSS6 six {Len 0.4} // V_NUMBERSS7 seven {Len 0.4} // V_NUMBERSS8 eight {Len 0.4} // V_NUMBERSS9 niner {Len 0.4} // V_NUMBERSS10 ten {Len 0.4} // V_NUMBERSS11 eleven {Len 0.4} // V_NUMBERSS12 twelve {Len 0.4} // V_NUMBERSS13 thirteen {Len 0.4} // V_NUMBERSS14 fourteen {Len 0.4} // V_NUMBERSS15 fifteen {Len 0.4} // V_NUMBERSS16 sixteen {Len 0.4} // V_NUMBERSS17 seventeen {Len 0.4} // V_NUMBERSS18 eighteen {Len 0.4} // V_NUMBERSS19 nineteen {Len 0.4} // V_NUMBERSS20 twenty {Len 0.4} // V_NUMBERSS21 thirty {Len 0.4} // V_NUMBERSS22 fourty {Len 0.4} // V_NUMBERSS23 fifty {Len 0.4} // V_NUMBERSS24 sixty {Len 0.4} // V_NUMBERSS25 seventy {Len 0.4} // V_NUMBERSS26 eighty {Len 0.4} // V_NUMBERSS27 ninety {Len 0.4} // V_NUMBERSS28 onehundred {Len 0.4} // V_NUMBERSS29 twohundred {Len 0.4} // V_NUMBERSS30 threehundred {Len 0.4} // // rnd global, used to designate target // V_G0_PLAYERS0 freeman3 {len 0.5} // V_G0_PLAYERS1 anticitizenone {len 0.5} // V_G0_PLAYERS2 targetone {len 0.5} // V_G0_PLAYERS3 priority1objective {len 0.5} // V_G0_PLAYERS4 phantom {len 0.5} // V_G0_PLAYERS5 ghost2 {len 0.5} // // sequential gobal numbers, used for counting enemies down // V_SEQGLOBNBRS0 zero {Len 0.4} // V_SEQGLOBNBRS1 one {Len 0.4} // V_SEQGLOBNBRS2 two {Len 0.4} // V_SEQGLOBNBRS3 three {Len 0.4} // V_SEQGLOBNBRS4 four {Len 0.4} // V_SEQGLOBNBRS5 five {Len 0.4} // V_SEQGLOBNBRS6 six {Len 0.4} // V_SEQGLOBNBRS7 seven {Len 0.4} // V_SEQGLOBNBRS8 eight {Len 0.4} // V_SEQGLOBNBRS9 niner {Len 0.4} // V_SEQGLOBNBRS10 ten {Len 0.4} // V_SEQGLOBNBRS11 eleven {Len 0.4} // V_SEQGLOBNBRS12 twelve {Len 0.4} // V_SEQGLOBNBRS13 thirteen {Len 0.4} // V_SEQGLOBNBRS14 fourteen {Len 0.4} // V_SEQGLOBNBRS15 fifteen {Len 0.4} // V_SEQGLOBNBRS16 sixteen {Len 0.4} // V_SEQGLOBNBRS17 seventeen {Len 0.4} // V_SEQGLOBNBRS18 eighteen {Len 0.4} // V_SEQGLOBNBRS19 nineteen {Len 0.4} // V_SEQGLOBNBRS20 twenty {Len 0.4} // //PAIN // COMBINE_PAIN0 npc/combine_soldier/pain1 {Len 0.30 closecaption NPC_Combine.Pain} // COMBINE_PAIN1 npc/combine_soldier/pain2 {Len 0.30 closecaption NPC_Combine.Pain} // COMBINE_PAIN2 npc/combine_soldier/pain3 {Len 0.26 closecaption NPC_Combine.Pain} // //DIE // COMBINE_DIE0 npc/combine_soldier/die1 V_IDIEDS {Len 0.62 closecaption NPC_Combine.Death} // COMBINE_DIE1 npc/combine_soldier/die2 V_IDIEDS {Len 0.92 closecaption NPC_Combine.Death} // COMBINE_DIE2 npc/combine_soldier/die3 V_IDIEDS {Len 0.80 closecaption NPC_Combine.Death} // //KICK // COMBINE_KICK0 npc/combine_soldier/kick1 {Len 0.26} // COMBINE_KICK1 npc/combine_soldier/kick2 {Len 0.31} // // I am about to start shooting // // Marc, for any sentences you want to caption, just add the closecaption entry to the {Len} block as below // // COMBINE_ANNOUNCE0 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS suppressing off1 {Len 0.96 closecaption} // // To use a specified caption string, put it's name in there, too // // COMBINE_ANNOUNCE0 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS suppressing off1 {Len 0.96 closecaption NPCSound.Caption} // COMBINE_ANNOUNCE0 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS suppressing off1 {Len 0.96 closecaption NPC_Combine.Alert} // COMBINE_ANNOUNCE1 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS gosharp off2 {Len 1.22 closecaption NPC_Combine.Alert} // COMBINE_ANNOUNCE2 npc/combine_soldier/vo/(v100) on2 V_MYNAMES V_MYNUMS prosecuting off1 {Len 1.45 closecaption NPC_Combine.Alert} // COMBINE_ANNOUNCE3 npc/combine_soldier/vo/(v100) on2 V_MYNAMES V_MYNUMS engaging off1 {Len 1.45 closecaption NPC_Combine.Alert} // COMBINE_ANNOUNCE4 npc/combine_soldier/vo/(v100) on2 cover off1 {Len 1.45 closecaption NPC_Combine.Alert} // // My enemy is close and I can see him // COMBINE_ASSAULT0 npc/combine_soldier/vo/(v100) on1 contact V_G0_PLAYERS off1 {Len 0.87 closecaption NPC_Combine.Alert} // COMBINE_ASSAULT1 npc/combine_soldier/vo/(v100) on1 contactconfirmprosecuting off1 {Len 1.23 closecaption NPC_Combine.Alert} // COMBINE_ASSAULT2 npc/combine_soldier/vo/(v100) on2 contactconfim off1 {Len 1.08 closecaption NPC_Combine.Alert} // COMBINE_ASSAULT3 npc/combine_soldier/vo/(v100) on2 targetmyradial V_DIRS degrees off3 {Len 1.45 closecaption NPC_Combine.Alert} // // I am moving in // COMBINE_FLANK0 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS closing off1 {Len 1.36 closecaption NPC_Combine.Coord} // COMBINE_FLANK1 npc/combine_soldier/vo/(v100) on2 V_MYNAMES V_MYNUMS inbound off1 {Len 1.15 closecaption NPC_Combine.Coord} // COMBINE_FLANK2 npc/combine_soldier/vo/(v100) on1 movein off2 {Len 1.15 closecaption NPC_Combine.Coord} // COMBINE_FLANK3 npc/combine_soldier/vo/(v100) on2 V_MYNAMES V_MYNUMS sweepingin off1 {Len 1.15 closecaption NPC_Combine.Coord} // COMBINE_FLANK4 npc/combine_soldier/vo/(v100) on1 coverme off1 {Len 1.15 closecaption NPC_Combine.Coord} // COMBINE_FLANK5 npc/combine_soldier/vo/(v100) on1 V_MYNAMES unitisclosing off1 {Len 1.15 closecaption NPC_Combine.Coord} // COMBINE_FLANK6 npc/combine_soldier/vo/(v100) on1 V_MYNAMES unitisinbound off1 {Len 1.15 closecaption NPC_Combine.Coord} // COMBINE_FLANK7 npc/combine_soldier/vo/(v100) on1 V_MYNAMES unitismovingin off1 {Len 1.15 closecaption NPC_Combine.Coord} // // I am still alert and pursuing enemy // COMBINE_GO_ALERT0 npc/combine_soldier/vo/(v100) on1 alert1 off1 {Len 0.77 closecaption NPC_Combine.Coord} // COMBINE_GO_ALERT1 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS executingfullresponse off1 {Len 0.77 closecaption NPC_Combine.Coord} // // UNDONE: Nobody has seen enemy in 10 seconds // COMBINE_LOST_LONG0 npc/combine_soldier/vo/(v100) on1 targetblackout off1 {Len 1.14 closecaption NPC_Combine.RadioChatter} // COMBINE_LOST_LONG1 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS lostcontact off1 {Len 1.08 closecaption NPC_Combine.RadioChatter} // COMBINE_LOST_LONG2 npc/combine_soldier/vo/(v100) on1 motioncheckallradials off1 {Len 1.05 closecaption NPC_Combine.RadioChatter} // COMBINE_LOST_LONG3 npc/combine_soldier/vo/(v100) on1 stayalertreportsightlines off1 {Len 1.05 closecaption NPC_Combine.RadioChatter} // COMBINE_LOST_LONG4 npc/combine_soldier/vo/(v100) on1 overwatch, teamdeployedandscanning off1 {Len 1.05 closecaption NPC_Combine.RadioChatter} // COMBINE_LOST_LONG5 npc/combine_soldier/vo/(v100) on1 overwatch, V_MYNAMES V_MYNUMS engagedincleanup off1 {Len 1.05 closecaption NPC_Combine.RadioChatter} // COMBINE_LOST_LONG6 npc/combine_soldier/vo/(v100) on1 readyweapons, stayalert off1 {Len 1.05 closecaption NPC_Combine.RadioChatter} // // UNDONE: Nobody has seen enemy in 5 seconds // COMBINE_LOST_SHORT0 npc/combine_soldier/vo/(v100) on1 targetisat shaddow4 off1 {Len 1.56 closecaption NPC_Combine.RadioChatter} // COMBINE_LOST_SHORT1 npc/combine_soldier/vo/(v100) on1 readyextractors off1 {Len 1.19 closecaption NPC_Combine.RadioChatter} // COMBINE_LOST_SHORT2 npc/combine_soldier/vo/(v100) on1 readycharges off1 {Len 1.13 closecaption NPC_Combine.RadioChatter} // COMBINE_LOST_SHORT3 npc/combine_soldier/vo/(v100) on1 fixsightlinesmovein off1 {Len 1.13 closecaption NPC_Combine.RadioChatter} // COMBINE_LOST_SHORT4 npc/combine_soldier/vo/(v100) on1 on1 containmentproceeding off1 {Len 0.98 closecaption NPC_Combine.RadioChatter} // // I just saw a friendly die // COMBINE_MAN_DOWN0 npc/combine_soldier/vo/(v100) on1 V_WHODIEDS onedown onedown off1 {Len 1.28 closecaption NPC_Combine.Alert} // COMBINE_MAN_DOWN1 npc/combine_soldier/vo/(v100) on1 V_WHODIEDS onedutyvacated off1 {Len 1.41 closecaption NPC_Combine.Alert} // COMBINE_MAN_DOWN2 npc/combine_soldier/vo/(v100) on2 heavyresistance off3 {Len 1.45 closecaption NPC_Combine.Alert} // COMBINE_MAN_DOWN3 npc/combine_soldier/vo/(v100) on1 overwatchrequestreinforcement off3 {Len 1.45 closecaption NPC_Combine.Alert} // COMBINE_MAN_DOWN4 npc/combine_soldier/vo/(v100) on1 V_WHODIEDS onedown, hardenthatposition off3 {Len 1.45 closecaption NPC_Combine.Alert} // // UNDONE: Just found enemy after lost long // COMBINE_REFIND_ENEMY0 npc/combine_soldier/vo/(v100) on1 target V_G0_PLAYERS, goactiveintercept off1 {Len 0.77 closecaption NPC_Combine.Alert} // COMBINE_REFIND_ENEMY1 npc/combine_soldier/vo/(v100) on2 gosharp range V_DISTS off3 {Len 1.45 closecaption NPC_Combine.Alert} // COMBINE_REFIND_ENEMY2 npc/combine_soldier/vo/(v100) on2 targetcontactat V_GRIDXS dash V_GRIDYS off3 {Len 1.45 closecaption NPC_Combine.Alert} // COMBINE_REFIND_ENEMY3 npc/combine_soldier/vo/(v100) on2 viscon viscon(p110), range V_DISTS, bearing V_DIRS off3 {Len 1.45 closecaption NPC_Combine.Alert} // // I am throwing a grenade // COMBINE_THROW_GRENADE0 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS extractoraway off1 {Len 1.31 closecaption NPC_Combine.Grenade} // COMBINE_THROW_GRENADE1 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS extractorislive off1 {Len 1.33 closecaption NPC_Combine.Grenade} // COMBINE_THROW_GRENADE2 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS flush sharpzone off1 {Len 1.24 closecaption NPC_Combine.Grenade} // COMBINE_THROW_GRENADE3 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS extractoraway sharpzone off1 {Len 1.24 closecaption NPC_Combine.Grenade} // COMBINE_THROW_GRENADE4 npc/combine_soldier/vo/(v100) on1. six, five, four, three, two, one, flash flash(p105) flash(p110) off1 {Len 1.24 closecaption NPC_Combine.Grenade} // //COMBINE_THROW1 npc/combine_soldier/vo/on1 (t30) take!(e75) this!(e100 t0) off1 {Len 1.03} // //COMBINE_THROW2 npc/combine_soldier/vo/(v10) on1(p120) (t40) fire!(e90) in!(e90) the!(e60) hole!(e100) off1 {Len 1.37} // // Enemy Grenade lands nearby (one man only) // COMBINE_GREN0 npc/combine_soldier/vo/(v100) on1(p120) bouncerbouncer off1 {Len 1.17 closecaption NPC_Combine.Grenade} // COMBINE_GREN1 npc/combine_soldier/vo/(v100) on1(p120) flaredown off1 {Len 1.17 closecaption NPC_Combine.Grenade} // // Something dangerous nearby, need to run // COMBINE_DANGER0 npc/combine_soldier/vo/(v100) on1(p120) displace off1 {Len 1.17} // COMBINE_DANGER1 npc/combine_soldier/vo/(v100) on1(p120) displace2 off3 {Len 1.17} // COMBINE_DANGER2 npc/combine_soldier/vo/(v100) on1(p120) ripcordripcord off1 {Len 1.17} // // Player Alert - first contact and I'm the squad leader // COMBINE_ALERT0 npc/combine_soldier/vo/(v100) on2(p110) contactconfim V_G0_PLAYERS, range V_DISTS meters, bearing V_DIRS degrees off1 {Len 1.13 closecaption NPC_Combine.Alert} // COMBINE_ALERT1 npc/combine_soldier/vo/(v100) on1(p110) gosharpgosharp, V_DISTS meters off1 {Len 1.13 closecaption NPC_Combine.Alert} // COMBINE_ALERT2 npc/combine_soldier/vo/(v100) on2(p110) callcontacttarget1, grid V_GRIDXS dash V_GRIDYS off1 {Len 1.13 closecaption NPC_Combine.Alert} // COMBINE_ALERT3 npc/combine_soldier/vo/(v100) on1(p110) targetisat V_DISTS meters bearing V_DIRS degrees off1 {Len 1.13 closecaption NPC_Combine.Alert} // COMBINE_ALERT4 npc/combine_soldier/vo/(v100) on1(p110) targetmyradial V_DIRS degrees off1 {Len 1.13 closecaption NPC_Combine.Alert} // COMBINE_ALERT5 npc/combine_soldier/vo/(v100) on2(p110) contact V_G0_PLAYERS off3 {Len 1.13 closecaption NPC_Combine.Alert} // COMBINE_ALERT6 npc/combine_soldier/vo/(v100) on1(p110) targetcontactat V_DISTS meters, bearing V_DIRS degrees off1 {Len 1.13 closecaption NPC_Combine.Alert} // COMBINE_ALERT7 npc/combine_soldier/vo/(v100) on2(p110) designatetargetas V_G0_PLAYERS off1 {Len 1.13 closecaption NPC_Combine.Alert} // COMBINE_ALERT8 npc/combine_soldier/vo/(v100) on1(p110) contactconfirmprosecuting off2 {Len 1.13 closecaption NPC_Combine.Alert} // COMBINE_ALERT9 npc/combine_soldier/vo/(v100) on1(p110) contactconfim, designatetargetas V_G0_PLAYERS off1 {Len 1.13 closecaption NPC_Combine.Alert} // // last soldier's hit damaged player significantly // COMBINE_PLAYERHIT0 npc/combine_soldier/vo/(v100) targetcompromisedmovein off1 {Len 1.13} // COMBINE_PLAYERHIT1 npc/combine_soldier/vo/(v100) affirmativewegothimnow off1 {Len 1.13} // COMBINE_PLAYERHIT2 npc/combine_soldier/vo/(v100) thatsitwrapitup off2 {Len 1.13} // // Monster Alert - first contact and I'm the squad leader // COMBINE_MONST0 npc/combine_soldier/vo/(v100) confirmsectornotsterile off1 {Len 1.72 closecaption NPC_Combine.Alert} // COMBINE_MONST1 npc/combine_soldier/vo/(v100) visualonexogens off1 {Len 1.72 closecaption NPC_Combine.Alert} // COMBINE_MONST2 npc/combine_soldier/vo/(v100) overwatch sector V_SECTORS infected off1 {Len 1.72 closecaption NPC_Combine.Alert} // // Monster Alert - by type // COMBINE_MONST_BUGS0 npc/combine_soldier/vo/(v100) confirmsectornotsterile off1 {Len 1.72 closecaption NPC_Combine.Alert} // COMBINE_MONST_BUGS1 npc/combine_soldier/vo/(v100) swarmoutbreakinsector V_SECTORS off1 {Len 1.72 closecaption NPC_Combine.Alert} // COMBINE_MONST_BUGS2 npc/combine_soldier/vo/(v100) overwatch, weareinaninfestationzone, sector V_SECTORS off2 {Len 1.72 closecaption NPC_Combine.Alert} // COMBINE_MONST_BUGS3 npc/combine_soldier/vo/(v100) overwatch, wehavenontaggedviromes, grid V_GRIDXS dash V_GRIDYS off1 {Len 1.72 closecaption NPC_Combine.Alert} // COMBINE_MONST_CITIZENS0 npc/combine_soldier/vo/(v100) outbreak off1 {Len 1.72 closecaption NPC_Combine.Alert} // COMBINE_MONST_CHARACTER0 npc/combine_soldier/vo/(v100) target, prioritytwoescapee off1 {Len 1.72 closecaption NPC_Combine.Alert} // COMBINE_MONST_CHARACTER1 npc/combine_soldier/vo/(v100) outbreakstatusiscode hurricane off1 {Len 1.72 closecaption NPC_Combine.Alert} // COMBINE_MONST_ZOMBIES0 npc/combine_soldier/vo/(v100) necrotics off3 {Len 1.72 closecaption NPC_Combine.Alert} // COMBINE_MONST_ZOMBIES1 npc/combine_soldier/vo/(v100) necroticsinbound off1 {Len 1.72 closecaption NPC_Combine.Alert} // COMBINE_MONST_ZOMBIES2 npc/combine_soldier/vo/(v100) overwatch, weareinaninfestationzone, sector V_SECTORS off2 {Len 1.72 closecaption NPC_Combine.Alert} // COMBINE_MONST_PARASITES0 npc/combine_soldier/vo/(v100) callcontactparasitics off1 {Len 1.72 closecaption NPC_Combine.Alert} // COMBINE_MONST_PARASITES1 npc/combine_soldier/vo/(v100) overwatch, wehavefreeparasites, sector V_SECTORS off1 {Len 1.72 closecaption NPC_Combine.Alert} // // I killed a monster // COMBINE_KILL_MONST0 npc/combine_soldier/vo/(v100) V_SEQGLOBNBRS cleaned off1 {Len 1.72 closecaption NPC_Combine.RadioChatter} // COMBINE_KILL_MONST1 npc/combine_soldier/vo/(v100) V_SEQGLOBNBRS sterilized off3 {Len 1.72 closecaption NPC_Combine.RadioChatter} // COMBINE_KILL_MONST2 npc/combine_soldier/vo/(v100) V_SEQGLOBNBRS contained off1 {Len 1.72 closecaption NPC_Combine.RadioChatter} // // I was hit and it hurt. I'm taking cover (commented out in code) // COMBINE_COVER0 npc/combine_soldier/vo/(v100) on1 coverhurt off1 {Len 0.95 closecaption NPC_Combine.Coord} // COMBINE_COVER1 npc/combine_soldier/vo/(v100) on1 displace2 off1 {Len 0.95 closecaption NPC_Combine.Coord} // COMBINE_COVER2 npc/combine_soldier/vo/(v100) on2 V_MYNAMES V_MYNUMS requestmedical off1 {Len 0.95 closecaption NPC_Combine.Coord} // COMBINE_COVER3 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS requeststimdose off1 {Len 0.95 closecaption NPC_Combine.Coord} // // I took damage but it didn't hurt much (commented out in code) // COMBINE_TAUNT0 npc/combine_soldier/vo/(v100) on1(p110) targetineffective off1(p120) on1 {Len 1.32} // COMBINE_TAUNT1 npc/combine_soldier/vo/(v100) on2(p110) bodypackholding off2(p120) on1 {Len 1.32} // COMBINE_TAUNT2 npc/combine_soldier/vo/(v100) on1(p110) V_MYNAMES V_MYNUMS, fullactive off1(p120) on1 {Len 1.32} // // I'm the last guy in the squad // COMBINE_LAST_OF_SQUAD0 npc/combine_soldier/vo/(v100) on2 overwatchrequestreserveactivation off1 {len 1.5 closecaption NPC_Combine.Last} // COMBINE_LAST_OF_SQUAD1 npc/combine_soldier/vo/(v100) on1 overwatch, sectorisnotsecure off3 {Len 1.28 closecaption NPC_Combine.Last} // COMBINE_LAST_OF_SQUAD2 npc/combine_soldier/vo/(v100) on1 sector V_SECTORS, outbreak outbreak(p105) outbreak(p110) off1 {Len 1.28 closecaption NPC_Combine.Last} // COMBINE_LAST_OF_SQUAD3 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS isfinalteamunitbackup off1 {Len 1.28 closecaption NPC_Combine.Last} // COMBINE_LAST_OF_SQUAD4 npc/combine_soldier/vo/(v100) on1 overwatchteamisdown off1 {Len 1.28 closecaption NPC_Combine.Last} // COMBINE_LAST_OF_SQUAD5 npc/combine_soldier/vo/(v100) on2 overwatchsectoroverrun off2 {Len 1.28 closecaption NPC_Combine.Last} // COMBINE_LAST_OF_SQUAD6 npc/combine_soldier/vo/(v100) on1 overwatchrequestskyshield off1 {Len 0.95 closecaption NPC_Combine.Last} // COMBINE_LAST_OF_SQUAD7 npc/combine_soldier/vo/(v100) on1 overwatchrequestwinder off1 {Len 0.95 closecaption NPC_Combine.Last} // // player is dead // COMBINE_PLAYER_DEAD0 npc/combine_soldier/vo/(v100) on1 overwatchconfirmhvtcontained off3 {Len 0.82} // COMBINE_PLAYER_DEAD1 npc/combine_soldier/vo/(v100) on1 overwatchtarget1sterilized off1 {Len 1.87} // COMBINE_PLAYER_DEAD2 npc/combine_soldier/vo/(v100) on2 overwatchtargetcontained off2 {Len 1.38} // COMBINE_PLAYER_DEAD3 npc/combine_soldier/vo/(v100) on2 overwatch, stabilizationteamhassector off1 {Len 1.38} // COMBINE_PLAYER_DEAD4 npc/combine_soldier/vo/(v100) on2 overwatch, V_G0_PLAYERS secure off3 {Len 1.38} // COMBINE_PLAYER_DEAD5 npc/combine_soldier/vo/(v100) on1 overwatch, V_G0_PLAYERS delivered off1 {Len 1.38} // COMBINE_PLAYER_DEAD6 npc/combine_soldier/vo/(v100) on1 overwatch, antiseptic administer off1 {Len 1.38} // // Idle statement - my status, no enemy // COMBINE_IDLE0 npc/combine_soldier/vo/(v30) on1 V_RNDNAMES V_RNDCODES V_RNDNUMS dash V_RNDNUMS off1 {Len 2.97 closecaption NPC_Combine.RadioChatter} // COMBINE_IDLE1 npc/combine_soldier/vo/(v30) on1 overwatchreportspossiblehostiles off1 {Len 2.97 closecaption NPC_Combine.RadioChatter} // COMBINE_IDLE2 npc/combine_soldier/vo/(v30) on1 ovewatchorders3ccstimboost off2 {Len 2.97 closecaption NPC_Combine.RadioChatter} // COMBINE_IDLE3 npc/combine_soldier/vo/(v30) on2 stabilizationteamholding off1 {Len 2.97 closecaption NPC_Combine.RadioChatter} // COMBINE_IDLE4 npc/combine_soldier/vo/(v30) on1 V_MYNAMES V_MYNUMS standingby] off1(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter} // // I'm asking a question while idle, which may be answered with affirmative // COMBINE_QUEST0 npc/combine_soldier/vo/(v30) on1 readyweaponshostilesinbound off1(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter} // COMBINE_QUEST1 npc/combine_soldier/vo/(v30) on1 prepforcontact off3(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter} // COMBINE_QUEST2 npc/combine_soldier/vo/(v30) on2 skyshieldreportslostcontact, readyweapons off1(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter} // COMBINE_QUEST3 npc/combine_soldier/vo/(v30) on2 stayalert off3(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter} // COMBINE_QUEST4 npc/combine_soldier/vo/(v30) on2 weaponsoffsafeprepforcontact off2(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter} // COMBINE_QUEST5 npc/combine_soldier/vo/(v30) on1 overwatch isatcode V_RNDCODES V_RNDNUMS off1(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter} // // Answering affirmative // COMBINE_ANSWER0 npc/combine_soldier/vo/(v30) on1 affirmative off1 {Len 1.57} // COMBINE_ANSWER1 npc/combine_soldier/vo/(v30) on1 copy off1 {Len 1.57} // COMBINE_ANSWER2 npc/combine_soldier/vo/(v30) on2 copythat off3 {Len 1.57} // COMBINE_ANSWER3 npc/combine_soldier/vo/(v30) on1 affirmative2 off1 {Len 1.57} // COMBINE_ANSWER4 npc/combine_soldier/vo/(v30) on1 copythat, V_RNDNAMES V_RNDCODES V_RNDNUMS dash V_RNDNUMS off1 {Len 1.57} // // Answering all clear // COMBINE_CLEAR0 npc/combine_soldier/vo/(v30) on1 V_MYNAMES V_MYNUMS hasnegativemovement grid V_GRIDXS dash V_GRIDYS on1 off2(p120) {Len 2.30} // COMBINE_CLEAR1 npc/combine_soldier/vo/(v30) on1 V_MYNAMES V_MYNUMS isholdingatcode V_RNDCODES on1 off1(p120) {Len 2.30} // COMBINE_CLEAR2 npc/combine_soldier/vo/(v30) on2 V_MYNAMES V_MYNUMS hasnegativemovement on1 off3(p120) {Len 2.30} // COMBINE_CLEAR3 npc/combine_soldier/vo/(v30) on1 affirmative, noviscon on1 off1(p120) {Len 2.30} // COMBINE_CLEAR4 npc/combine_soldier/vo/(v30) on1 sightlineisclear on1 off1(p120) {Len 2.30} // COMBINE_CLEAR5 npc/combine_soldier/vo/(v30) on2 V_MYNAMES reportingclear on1 off3(p120) {Len 2.30} // COMBINE_CLEAR6 npc/combine_soldier/vo/(v30) on1 sectorissecurenovison on1 off1(p120) {Len 2.30} // // Questioning if all clear // COMBINE_CHECK0 npc/combine_soldier/vo/(v30) on1 stayalertreportsightlines off3 {Len 1.63} // COMBINE_CHECK1 npc/combine_soldier/vo/(v30) on2 reportallpositionsclear off3 {Len 1.63} // COMBINE_CHECK2 npc/combine_soldier/vo/(v30) on1 reportallradialsfree off3 {Len 1.63} // //----------------------------------------------------------------------------- // // METROPOLICE STARTS HERE // //----------------------------------------------------------------------------- // // hl2 map names - 24 names max // V_MAPNAME0 default // V_MAPNAME1 trainstation // V_MAPNAME2 canals // V_MAPNAME3 eli // V_MAPNAME4 town // V_MAPNAME5 coast // V_MAPNAME6 prison // V_MAPNAME7 c17 // V_MAPNAME8 citadel // // _MAP__ substring in word in sentence is replaced with _MAPxx where xx is mapnumber // // location prefix by mapname (remembered) (duplicated for metropolice and overwatch) // // map 0 default // V_G1_LOCATION_MAP00P0 block // V_G1_LOCATION_MAP00P1 zone // V_G1_LOCATION_MAP00P2 sector // // map 1 trainstation // V_G1_LOCATION_MAP01P0 stationblock // V_G1_LOCATION_MAP01P1 transitblock // V_G1_LOCATION_MAP01P2 workforceintake // // map 2 canals // V_G1_LOCATION_MAP02P0 canalblock // V_G1_LOCATION_MAP02P1 stormsystem // V_G1_LOCATION_MAP02P2 wasteriver // V_G1_LOCATION_MAP02P3 deservicedarea // // map 3 eli // V_G1_LOCATION_MAP03P0 industrialzone // V_G1_LOCATION_MAP03P1 restrictedblock // V_G1_LOCATION_MAP03P2 repurposedarea // // map 4 town // V_G1_LOCATION_MAP04P0 condemnedzone // V_G1_LOCATION_MAP04P1 infestedzone // V_G1_LOCATION_MAP04P2 nonpatrolregion // // map 5 coast // V_G1_LOCATION_MAP05P0 externaljurisdiction // V_G1_LOCATION_MAP05P1 stabilizationjurisdiction // V_G1_LOCATION_MAP05P2 outlandzone // // map 6 prison // V_G1_LOCATION_MAP06P0 externaljurisdiction // V_G1_LOCATION_MAP06P1 stabilizationjurisdiction // // map 7 c17 // V_G1_LOCATION_MAP07P0 residentialblock // V_G1_LOCATION_MAP07P1 404zone // V_G1_LOCATION_MAP07P2 distributionblock // V_G1_LOCATION_MAP07P3 productionblock // // map 8 citadel // V_G1_LOCATION_MAP08P0 highpriorityregion // V_G1_LOCATION_MAP08P1 terminalrestrictionzone // V_G1_LOCATION_MAP08P2 controlsection // // player names by mapname (remembered) (duplicated for metropolice and overwatch) // V_G2_SUSPECT_MAP00P0 subject // V_G2_SUSPECT_MAP01P0 citizen // V_G2_SUSPECT_MAP01P1 UPI // V_G2_SUSPECT_MAP01P2 subject // V_G2_SUSPECT_MAP02P0 subject // V_G2_SUSPECT_MAP02P1 noncitizen // V_G2_SUSPECT_MAP02P2 sociocide // V_G2_SUSPECT_MAP02P3 anticitizen // V_G2_SUSPECT_MAP03P0 anticitizen // V_G2_SUSPECT_MAP03P1 subject // V_G2_SUSPECT_MAP04P0 freeman // V_G2_SUSPECT_MAP04P1 subject // V_G2_SUSPECT_MAP04P2 anticitizen // V_G2_SUSPECT_MAP05P0 freeman // V_G2_SUSPECT_MAP05P1 sociocide // V_G2_SUSPECT_MAP06P0 freeman // V_G2_SUSPECT_MAP06P1 infection // V_G2_SUSPECT_MAP07P0 freeman // V_G2_SUSPECT_MAP08P0 freeman // // rnd address suffix (remembered) (duplicated for metropolice and overwatch) // V_G3_NUMBP0 zero // V_G3_NUMBP1 one // V_G3_NUMBP2 two // V_G3_NUMBP3 three // V_G3_NUMBP4 four // V_G3_NUMBP5 five // V_G3_NUMBP6 six // V_G3_NUMBP7 seven // V_G3_NUMBP8 eight // V_G3_NUMBP9 nine // // sequential global numbers, used for counting enemies down (duplicated for metropolice and overwatch) // V_SEQG0_NBRP0 one {Len 0.4} // V_SEQG0_NBRP1 two {Len 0.4} // V_SEQG0_NBRP2 three {Len 0.4} // V_SEQG0_NBRP3 four {Len 0.4} // V_SEQG0_NBRP4 five {Len 0.4} // V_SEQG0_NBRP5 six {Len 0.4} // V_SEQG0_NBRP6 seven {Len 0.4} // V_SEQG0_NBRP7 eight {Len 0.4} // V_SEQG0_NBRP8 nine {Len 0.4} // V_SEQG0_NBRP9 ten {Len 0.4} // V_SEQG0_NBRP10 eleven {Len 0.4} // V_SEQG0_NBRP11 twelve {Len 0.4} // V_SEQG0_NBRP12 thirteen {Len 0.4} // V_SEQG0_NBRP13 fourteen {Len 0.4} // V_SEQG0_NBRP14 fifteen {Len 0.4} // V_SEQG0_NBRP15 sixteen {Len 0.4} // V_SEQG0_NBRP16 seventeen {Len 0.4} // V_SEQG0_NBRP17 eighteen {Len 0.4} // V_SEQG0_NBRP18 nineteen {Len 0.4} // V_SEQG0_NBRP19 twenty {Len 0.4} // // numbers, must be in order (duplicated for metropolice and overwatch) // V_NUMBERSP0 zero {Len 0.4} // V_NUMBERSP1 one {Len 0.4} // V_NUMBERSP2 two {Len 0.4} // V_NUMBERSP3 three {Len 0.4} // V_NUMBERSP4 four {Len 0.4} // V_NUMBERSP5 five {Len 0.4} // V_NUMBERSP6 six {Len 0.4} // V_NUMBERSP7 seven {Len 0.4} // V_NUMBERSP8 eight {Len 0.4} // V_NUMBERSP9 nine {Len 0.4} // V_NUMBERSP10 ten {Len 0.4} // V_NUMBERSP11 eleven {Len 0.4} // V_NUMBERSP12 twelve {Len 0.4} // V_NUMBERSP13 thirteen {Len 0.4} // V_NUMBERSP14 fourteen {Len 0.4} // V_NUMBERSP15 fifteen {Len 0.4} // V_NUMBERSP16 sixteen {Len 0.4} // V_NUMBERSP17 seventeen {Len 0.4} // V_NUMBERSP18 eighteen {Len 0.4} // V_NUMBERSP19 nineteen {Len 0.4} // V_NUMBERSP20 twenty {Len 0.4} // V_NUMBERSP21 thirty {Len 0.4} // V_NUMBERSP22 fourty {Len 0.4} // V_NUMBERSP23 fifty {Len 0.4} // V_NUMBERSP24 sixty {Len 0.4} // V_NUMBERSP25 seventy {Len 0.4} // V_NUMBERSP26 eighty {Len 0.4} // V_NUMBERSP27 ninety {Len 0.4} // V_NUMBERSP28 onehundred {Len 0.4} // V_NUMBERSP29 twohundred {Len 0.4} // V_NUMBERSP30 threehundred {Len 0.4} // // random codes, player is criminal (duplicated for metropolice and overwatch) // V_RNDCODECRIM_P0 criminaltrespass63 // V_RNDCODECRIM_P1 nonsanctionedarson51 // V_RNDCODECRIM_P2 posession69 // V_RNDCODECRIM_P3 publicnoncompliance507 // V_RNDCODECRIM_P4 recklessoperation99 // V_RNDCODECRIM_P5 resistingpacification148 // V_RNDCODECRIM_P6 riot404 // V_RNDCODECRIM_P7 fugitive17f // V_RNDCODECRIM_P8 weapon94 // V_RNDCODECRIM_P9 alarms62 // V_RNDCODECRIM_P10 assault243 // V_RNDCODECRIM_P11 illegalcarrying95 // V_RNDCODECRIM_P12 unlawfulentry603 // // random codes, player is not criminal (duplicated for metropolice and overwatch) // V_RNDCODEPLR_P0 attemptedcrime27 // V_RNDCODEPLR_P1 disengaged647e // V_RNDCODEPLR_P2 disturbingunity415 // V_RNDCODEPLR_P3 disturbancemental10-103m // V_RNDCODEPLR_P4 illegalinoperation63s // V_RNDCODEPLR_P5 threattoproperty51b // // random action codes (duplicated for metropolice and overwatch) // V_RNDACTP0 pressure // V_RNDACTP1 document // V_RNDACTP2 restrict // V_RNDACTP3 intercede // V_RNDACTP4 preserve // V_RNDACTP5 search // V_RNDACTP6 suspend // V_RNDACTP7 investigate // V_RNDACTP8 interlock // V_RNDACTP9 isolate // V_RNDACTP10 administer // V_RNDACTP11 cauterize // V_RNDACTP12 inject // V_RNDACTP13 innoculate // V_RNDACTP14 examine // V_RNDACTP15 apply // V_RNDACTP16 prosecute // V_RNDACTP17 serve // V_RNDACTP18 sterilize // V_RNDACTP19 amputate // V_RNDACTP20 lock // // random number // V_RNDNUMP0 zero {Len 0.4} // V_RNDNUMP1 one {Len 0.4} // V_RNDNUMP2 two {Len 0.4} // V_RNDNUMP3 three {Len 0.4} // V_RNDNUMP4 four {Len 0.4} // V_RNDNUMP5 five {Len 0.4} // V_RNDNUMP6 six {Len 0.4} // V_RNDNUMP7 seven {Len 0.4} // V_RNDNUMP8 eight {Len 0.4} // V_RNDNUMP9 nine {Len 0.4} // // unit names, remembered by speaker (duplicated for metropolice and overwatch) // V_MYNAMEP0 defender // V_MYNAMEP1 hero // V_MYNAMEP2 jury // V_MYNAMEP3 king // V_MYNAMEP4 line // V_MYNAMEP5 patrol // V_MYNAMEP6 quick // V_MYNAMEP7 roller // V_MYNAMEP8 stick // V_MYNAMEP9 tap // V_MYNAMEP10 union // V_MYNAMEP11 victor // V_MYNAMEP12 xray // V_MYNAMEP13 yellow // V_MYNAMEP14 vice // // unit numbers, remembered by speaker: (duplicated for metropolice and overwatch) // V_MYNUMP0 one // V_MYNUMP1 two // V_MYNUMP2 three // V_MYNUMP3 four // V_MYNUMP4 five // V_MYNUMP5 six // V_MYNUMP6 seven // V_MYNUMP7 eight // V_MYNUMP8 nine // //V_MYNUMP9 15w40 // //V_MYNUMP10 15w3 // //V_MYNUMP11 15r9 // //V_MYNUMP12 15l30 // //V_MYNUMP13 15w2 // //V_MYNUMP14 13x2 // //V_MYNUMP15 11x25 // //V_MYNUMP16 9l14 // //V_MYNUMP17 6r3 // // // // Death sounds // METROPOLICE_DIE0 npc/overwatch/radiovoice/(v80) die1 on3 unitdownat V_G1_LOCATION_MAP__P V_G3_NUMBP allteamsrespondcode3 V_IDIEDP off2 {Len 1.5 closecaption NPC_Combine.Death} // METROPOLICE_DIE1 npc/overwatch/radiovoice/(v80) die2 on3 unitdownat V_G1_LOCATION_MAP__P V_G3_NUMBP V_IDIEDP off2 {Len 1.5 closecaption NPC_Combine.Death} // METROPOLICE_DIE2 npc/overwatch/radiovoice/(v80) die3 on3 lostbiosignalforunit V_MYNAMEP V_MYNUMP V_IDIEDP off2 {Len 1.5 closecaption NPC_Combine.Death} // METROPOLICE_DIE3 npc/overwatch/radiovoice/(v80) die1 on3 V_MYNAMEP V_MYNUMP unitdeserviced, remainingunitscontain V_IDIEDP off2 {Len 1.5 closecaption NPC_Combine.Death} // METROPOLICE_DIE4 npc/overwatch/radiovoice/(v80) die2 on3 V_MYNAMEP V_MYNUMP unitdownat V_G1_LOCATION_MAP__P V_G3_NUMBP V_IDIEDP off2 {Len 1.5 closecaption NPC_Combine.Death} // METROPOLICE_DIE5 npc/overwatch/radiovoice/(v80) die1 {Len 1.5 closecaption NPC_Combine.Death} // METROPOLICE_DIE6 npc/overwatch/radiovoice/(v80) die2 {Len 1.5 closecaption NPC_Combine.Death} // METROPOLICE_DIE7 npc/overwatch/radiovoice/(v80) die3 {Len 1.5 closecaption NPC_Combine.Death} // METROPOLICE_DIE8 npc/overwatch/radiovoice/(v80) die1 {Len 1.5 closecaption NPC_Combine.Death} // // // // Alert sounds (unused currently) - see monst_player // // // METROPOLICE_GO_ALERT0 npc/metropolice/vo/(v100) on1 designatesuspectas V_G2_SUSPECT_MAP__P allunitscode2 off1 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_GO_ALERT1 npc/metropolice/vo/(v100) on2 thereheis V_DISTP meters off4 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_GO_ALERT2 npc/metropolice/vo/(v100) on2 contactwith243suspect, V_G1_LOCATION_MAP__P V_G3_NUMBP off3 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_GO_ALERT3 npc/metropolice/vo/(v100) on1 allunitsrespondcode3 off3 {Len 1.5 closecaption NPC_Combine.Alert} // // location-specific alert sounds (unused currently) // METROPOLICE_CANAL_ALERT0 npc/metropolice/vo/(v100) on1 suspectinstormrunoff V_G1_LOCATION_MAP__P V_G3_NUMBP off3 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_UPTHERE_ALERT0 npc/metropolice/vo/(v100) on1 hesupthere off4 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_WATER_ALERT0 npc/metropolice/vo/(v100) on1 suspectusingrestrictedcanals V_G1_LOCATION_MAP__P V_G3_NUMBP off3 {Len 1.5 closecaption NPC_Combine.Alert} // // // // Pain sounds // // // METROPOLICE_PAIN0 npc/metropolice/(v60) pain1 {Len 0.30 closecaption NPC_Combine.Pain} // METROPOLICE_PAIN1 npc/metropolice/(v60) pain2 {Len 0.30 closecaption NPC_Combine.Pain} // METROPOLICE_PAIN2 npc/metropolice/(v60) pain3 {Len 0.26 closecaption NPC_Combine.Pain} // // Pain sounds (I'm still over 90% health, used only once) // METROPOLICE_PAIN_LIGHT0 npc/metropolice/vo/(v100) on1 minorhitscontinuing off1 {Len 1.5 closecaption NPC_Combine.Pain} // //METROPOLICE_PAIN_LIGHT1 npc/metropolice/vo/(v100) on1 V_MYNAMEP V_MYNUMP is10-108 off1 {Len 1.5 closecaption NPC_Combine.Pain} // // Pain sounds (I'm under 25% health for the first time, used only once) // METROPOLICE_PAIN_HEAVY0 npc/metropolice/vo/(v90) on1 11-99officerneedsassistance off1 {Len 1.5 closecaption NPC_Combine.Pain} // METROPOLICE_PAIN_HEAVY1 npc/metropolice/vo/(v90) on1 officerneedshelp off1 {Len 1.5 closecaption NPC_Combine.Pain} // METROPOLICE_PAIN_HEAVY2 npc/metropolice/vo/(v90) on1 dispatchIneed10-78 off4 {Len 1.5 closecaption NPC_Combine.Pain} // METROPOLICE_PAIN_HEAVY3 npc/metropolice/vo/(v90) on1 officerneedsassistance off4 {Len 1.5 closecaption NPC_Combine.Pain} // //METROPOLICE_PAIN_HEAVY3 npc/metropolice/vo/(v100) on1 V_MYNAMEP needsmedical11-99 off1 {Len 1.5 closecaption NPC_Combine.Pain} // // // // Idle sounds (precriminal) // // // // Simple idle sound, always used when not in squad, sometimes used when in squad // METROPOLICE_IDLE0 npc/metropolice/vo/(v50) on1 unitis10-8standingby off4 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE1 npc/metropolice/vo/(v50) on2 unitisonduty10-8 off1 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE2 npc/metropolice/vo/(v50) on1 holdingon10-14duty off4 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE3 npc/metropolice/vo/(v50) on2 unitis10-65 off1 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE4 npc/metropolice/vo/(v50) on1 code7 off3 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE5 npc/overwatch/radiovoice/(v50) on3 V_RNDCODEPLR_P inprogress, respond off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE6 npc/overwatch/radiovoice/(v50) on3 airwatchcopiesnoactivity V_G1_LOCATION_MAP__P V_G3_NUMBP off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE7 npc/overwatch/radiovoice/(v50) on3 V_RNDACTP V_RNDNUMP V_RNDACTP off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // // Check with squadmates // METROPOLICE_IDLE_CHECK0 npc/metropolice/vo/(v50) on1 V_G1_LOCATION_MAP__P V_G3_NUMBP ptatlocationreport off1 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_CHECK1 npc/metropolice/vo/(v50) on2 anyonepickup647e off4 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_CHECK2 npc/metropolice/vo/(v50) on2 stillgetting647e off3 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_CHECK3 npc/overwatch/radiovoice/(v50) on3 teamsreportstatus off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // // Response to the check with squadmates // METROPOLICE_IDLE_CLEAR0 npc/metropolice/vo/(v50) on1 clearno647no10-107 off1 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_CLEAR1 npc/metropolice/vo/(v50) on2 wearesociostablethislocation off4 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_CLEAR2 npc/metropolice/vo/(v50) on1 blockisholdingcohesive off1 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_CLEAR3 npc/metropolice/vo/(v50) on2 control100percent off3 {Len 1.5 closecaption NPC_Combine.RadioChatter} // // Ask a question to squadmates // METROPOLICE_IDLE_QUEST0 npc/metropolice/vo/(v50) on1 anyonepickup647e off4 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_QUEST1 npc/metropolice/vo/(v50) on2 checkformiscount off1 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_QUEST2 npc/metropolice/vo/(v50) on1 catchthatbliponstabilization off3 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_QUEST3 npc/metropolice/vo/(v50) on2 pickingupnoncorplexindy off3 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_QUEST4 npc/overwatch/radiovoice/(v50) on3 confirmupialert off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_QUEST5 npc/overwatch/radiovoice/(v50) on3 recalibratesocioscan off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_QUEST6 npc/overwatch/radiovoice/(v50) on3 airwatchreportspossiblemiscount off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_QUEST7 npc/overwatch/radiovoice/(v50) on3 recalibratesocioscan, recievingconflictingdata off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // // Answer to a question asked // METROPOLICE_IDLE_ANSWER0 npc/metropolice/vo/(v50) on1 copy off4 {Len 1.5} // METROPOLICE_IDLE_ANSWER1 npc/metropolice/vo/(v50) on1 rodgerthat off1 {Len 1.5} // METROPOLICE_IDLE_ANSWER2 npc/metropolice/vo/(v50) on2 ten4 off4 {Len 1.5} // METROPOLICE_IDLE_ANSWER3 npc/metropolice/vo/(v50) on1 ten2 off1 {Len 1.5} // METROPOLICE_IDLE_ANSWER4 npc/metropolice/vo/(v50) on2 ten97 off3 {Len 1.5} // METROPOLICE_IDLE_ANSWER5 npc/metropolice/vo/(v50) on1 affirmative off1 {Len 1.5} // METROPOLICE_IDLE_ANSWER6 npc/metropolice/vo/(v50) on2 affirmative2 off1 {Len 1.5} // // Player is near, cop is harassing him // METROPOLICE_IDLE_HARASS_PLAYER0 npc/metropolice/vo/(v70) on1 getoutofhere off1 {Len 1.5} // METROPOLICE_IDLE_HARASS_PLAYER1 npc/metropolice/vo/(v70) on1 movealong off4 {Len 1.5} // METROPOLICE_IDLE_HARASS_PLAYER2 npc/metropolice/vo/(v70) on1 vacatecitizen off4 {Len 1.5} // METROPOLICE_IDLE_HARASS_PLAYER3 npc/metropolice/vo/(v70) on1 youwantamalcomplianceverdict off3 {Len 1.5} // METROPOLICE_IDLE_HARASS_PLAYER4 npc/metropolice/vo/(v70) on1 lookingfortrouble off3 {Len 1.5} // METROPOLICE_IDLE_HARASS_PLAYER5 npc/metropolice/vo/(v70) on2 possiblelevel3civilprivacyviolator off3 {Len 1.5} // METROPOLICE_IDLE_HARASS_PLAYER6 npc/metropolice/vo/(v70) on2 possible647erequestairwatch off3 {Len 1.5} // METROPOLICE_IDLE_HARASS_PLAYER7 npc/metropolice/vo/(v70) on2 possible10-103alerttagunits off4 {Len 1.5} // METROPOLICE_IDLE_HARASS_PLAYER8 npc/metropolice/vo/(v70) on2 gota10-107sendairwatch off3 {Len 1.5} // // // // Idle sounds (criminal) // // // V_RNDPUNISHP0 permanentoffworld // V_RNDPUNISHP1 immediateamputation // V_RNDPUNISHP2 halfreproductioncredits // V_RNDPUNISHP3 halfrankpoints // // Simple idle sound, always used when not in squad, sometimes used when in squad // METROPOLICE_IDLE_CR0 npc/metropolice/vo/(v50) on1 ten97suspectisgoa off3 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_CR1 npc/metropolice/vo/(v50) on2 suspect11-6my1020is V_G1_LOCATION_MAP__P V_G3_NUMBP off1 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_CR2 npc/metropolice/vo/(v50) on1 ten8standingby off4 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_CR3 npc/metropolice/vo/(v50) on2 code100 off1 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_CR4 npc/overwatch/radiovoice/(v50) on3 allunitsbolfor243suspect off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_CR5 npc/overwatch/radiovoice/(v50) on3 suspectisnow187 off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_CR6 npc/overwatch/radiovoice/(v50) on3 V_RNDCODECRIM_P inprogress, allunitsat V_G1_LOCATION_MAP__P V_G3_NUMBP respond off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_CR7 npc/overwatch/radiovoice/(v50) on3 politistablizationmarginal off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_CR8 npc/overwatch/radiovoice/(v50) on3 restrictedincursioninprogress, officerat V_G1_LOCATION_MAP__P V_G3_NUMBP investigateandreport off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_CR9 npc/overwatch/radiovoice/(v50) on3 socialfractureinprogress off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_CR10 npc/overwatch/radiovoice/(v50) on3 prematuremissiontermination V_RNDPUNISHP off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_CR11 npc/overwatch/radiovoice/(v50) on3 preparevisualdownload off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_CR12 npc/overwatch/radiovoice/(v50) on3 leadersreportratios off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_CR13 npc/overwatch/radiovoice/(v50) on3 V_RNDCODECRIM_P inprogress, investigateandreport off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_CR14 npc/overwatch/radiovoice/(v50) on3 failuretotreatoutbreak off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_CR15 npc/overwatch/radiovoice/(v50) on3 antifatigueration3mg off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_CR16 npc/overwatch/radiovoice/(v50) on3 accomplicesoperating off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_CR17 npc/overwatch/radiovoice/(v50) on3 remindermemoryreplacement off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_CR18 npc/overwatch/radiovoice/(v50) on3 reminder100credits off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // // Check with squadmates // METROPOLICE_IDLE_CHECK_CR0 npc/metropolice/vo/(v50) on1 ptatlocationreport V_G1_LOCATION_MAP__P V_G3_NUMBP off1 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_CHECK_CR1 npc/metropolice/vo/(v50) on1 cprequestsallunitsreportin off3 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_CHECK_CR2 npc/metropolice/vo/(v50) on2 cpbolforthat243 off1 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_CHECK_CR3 npc/metropolice/vo/(v50) on1 localcptreportstatus off4 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_CHECK_CR4 npc/overwatch/radiovoice/(v50) on3 allunitsbolfor243suspect off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_CHECK_CR5 npc/overwatch/radiovoice/(v50) on3 statuson243suspect off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_CHECK_CR6 npc/overwatch/radiovoice/(v50) on3 reporton V_G2_SUSPECT_MAP__P off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_CHECK_CR7 npc/metropolice/vo/(v50) on1 reportsightingsaccomplices V_G2_SUSPECT_MAP__P off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // // Response to the check with squadmates // METROPOLICE_IDLE_CLEAR_CR0 npc/metropolice/vo/(v50) on1 suspectlocationunknown off3 {Len 1.5} // METROPOLICE_IDLE_CLEAR_CR1 npc/metropolice/vo/(v50) on1 clearandcode100 off1 {Len 1.5} // METROPOLICE_IDLE_CLEAR_CR2 npc/metropolice/vo/(v50) on2 novisualonupi off4 {Len 1.5} // METROPOLICE_IDLE_CLEAR_CR3 npc/metropolice/vo/(v50) on1 searchingforsuspect off4 {Len 1.5} // METROPOLICE_IDLE_CLEAR_CR4 npc/metropolice/vo/(v50) on2 utlthatsuspect off1 {Len 1.5} // // Ask a question to squadmates // METROPOLICE_IDLE_QUEST_CR0 npc/metropolice/vo/(v50) on1 confirmadw off3 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_QUEST_CR1 npc/metropolice/vo/(v50) on1 allunitsbol34sat V_G1_LOCATION_MAP__P off3 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_QUEST_CR2 npc/metropolice/vo/(v50) on2 dispreportssuspectincursion V_G1_LOCATION_MAP__P V_G3_NUMBP off1 off1 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_QUEST_CR3 npc/metropolice/vo/(v50) on1 dispupdatingapb V_G2_SUSPECT_MAP__P off3 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_QUEST_CR4 npc/overwatch/radiovoice/(v50) on3 allunitsverdictcodeonsuspect V_G2_SUSPECT_MAP__P, isnow V_RNDACTP V_RNDNUMP V_RNDACTP off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_QUEST_CR5 npc/overwatch/radiovoice/(v50) on3 preparetoinnoculate V_G1_LOCATION_MAP__P off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_IDLE_QUEST_CR6 npc/overwatch/radiovoice/(v50) on3 allunitsreturntocode12 off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // // Answer to a question asked // METROPOLICE_IDLE_ANSWER_CR0 npc/metropolice/vo/(v50) on1 copy off1 {Len 1.5} // METROPOLICE_IDLE_ANSWER_CR1 npc/metropolice/vo/(v50) on1 rodgerthat off4 {Len 1.5} // METROPOLICE_IDLE_ANSWER_CR2 npc/metropolice/vo/(v50) on2 ten4 off1 {Len 1.5} // METROPOLICE_IDLE_ANSWER_CR3 npc/metropolice/vo/(v50) on1 ten2 off3 {Len 1.5} // METROPOLICE_IDLE_ANSWER_CR4 npc/metropolice/vo/(v50) on2 ten97 off4 {Len 1.5} // METROPOLICE_IDLE_ANSWER_CR5 npc/metropolice/vo/(v50) on2 affirmative off1 {Len 1.5} // METROPOLICE_IDLE_ANSWER_CR6 npc/metropolice/vo/(v50) on1 affirmative2 off4 {Len 1.5} // // // // Preciminal harrasment (amplifying in nastiness) // // // // These are done in sequence as the player persistently pesters the cops // METROPOLICE_MOVE_ALONG_A0 npc/metropolice/vo/(v60) on1 movealong3 off1 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong1} // METROPOLICE_MOVE_ALONG_A1 npc/metropolice/vo/(v60) on1 move off4 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong1} // METROPOLICE_MOVE_ALONG_A2 npc/metropolice/vo/(v60) on1 keepmoving off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong1} // METROPOLICE_MOVE_ALONG_B0 npc/metropolice/vo/(v70) on1 Isaidmovealong off1 {Len 1.5closecaption NPC_MetroPolice.MoveAlong2} // METROPOLICE_MOVE_ALONG_B1 npc/metropolice/vo/(v70) on2 youwantamalcomplianceverdict off3 {Len 1.5closecaption NPC_MetroPolice.MoveAlong2} // //METROPOLICE_MOVE_ALONG_B2 npc/metropolice/vo/(v70) on1 moveaway off4 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong2} // METROPOLICE_MOVE_ALONG_C0 npc/metropolice/vo/(v80) on2 level3civilprivacyviolator off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong3} // METROPOLICE_MOVE_ALONG_C1 npc/metropolice/vo/(v80) on2 malcompliant10107my1020 off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong3} // METROPOLICE_MOVE_ALONG_C2 npc/metropolice/vo/(v80) on2 preparingtojudge10-107 off4 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong3} // METROPOLICE_MOVE_ALONG_C3 npc/metropolice/vo/(v80) on2 readytoprosecutefinalwarning off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong} // // These also are done in sequence as the player persistently pesters the cops // METROPOLICE_BACK_UP_A0 npc/metropolice/vo/(v60) on1 backup off1 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong1} // METROPOLICE_BACK_UP_A1 npc/metropolice/vo/(v60) on1 getoutofhere off4 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong1} // METROPOLICE_BACK_UP_A2 npc/metropolice/vo/(v60) on2 firstwarningmove off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong1} // METROPOLICE_BACK_UP_B0 npc/metropolice/vo/(v70) on1 movebackrightnow off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong2} // METROPOLICE_BACK_UP_B1 npc/metropolice/vo/(v70) on1 secondwarning off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong2} // //METROPOLICE_BACK_UP_B2 npc/metropolice/vo/(v70) on2 moveawayenforcementarea off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong2} // METROPOLICE_BACK_UP_C0 npc/metropolice/vo/(v80) on2 issuingmalcompliantcitation off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong3} // METROPOLICE_BACK_UP_C1 npc/metropolice/vo/(v80) on2 possiblelevel3civilprivacyviolator off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong3} // METROPOLICE_BACK_UP_C2 npc/metropolice/vo/(v80) on1 finalwarning off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong3} // METROPOLICE_BACK_UP_C3 npc/metropolice/vo/(v80) on2 preparingtojudge10-107 off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong3} // METROPOLICE_BACK_UP_C4 npc/metropolice/vo/(v80) on2 readytoprosecutefinalwarning off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong3} // // // // Baton // // // // Take out my baton // METROPOLICE_ACTIVATE_BATON0 npc/metropolice/vo/(v100) on1 issuingmalcompliantcitation off3 {Len 1.5} // METROPOLICE_ACTIVATE_BATON1 npc/metropolice/vo/(v100) on1 pacifying off4 {Len 1.5} // METROPOLICE_ACTIVATE_BATON2 npc/metropolice/vo/(v100) on1 off3 {Len 1.5} // // Put away my baton // METROPOLICE_DEACTIVATE_BATON0 npc/metropolice/vo/(v100) on1 off3 {Len 1.5} // // // // I'm on fire! Yeouch! // // // METROPOLICE_ON_FIRE0 npc/metropolice/vo/(v100) on1 officerneedshelp V_IDIEDS {Len 1.5 closecaption NPC_Combine.Pain} // METROPOLICE_ON_FIRE1 npc/metropolice/vo/(v100) on1 help V_IDIEDS {Len 1.5 closecaption NPC_Combine.Pain} // METROPOLICE_ON_FIRE2 npc/metropolice/pain1 V_IDIEDS {Len 1.5 closecaption NPC_Combine.Pain} // // // // Misc // // // // My enemy is behind cover; I'm shooting out his cover // METROPOLICE_SHOOT_COVER0 npc/metropolice/vo/(v100) on1 breakhiscover off3 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_SHOOT_COVER1 npc/metropolice/vo/(v100) on1 destroythatcover off4 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_SHOOT_COVER2 npc/metropolice/vo/(v100) on1 firingtoexposetarget off4 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_SHOOT_COVER3 npc/metropolice/vo/(v100) on2 firetodislocateinterpose off1 {Len 1.5 closecaption NPC_Combine.Alert} // // I'm moving more than 20ft to get into a new shooting position // METROPOLICE_FLANK0 npc/metropolice/vo/(v100) on1 V_MYNAMEP V_MYNUMP ismovingin off3 {Len 1.5} // METROPOLICE_FLANK1 npc/metropolice/vo/(v100) on1 covermegoingin off1 {Len 1.5} // METROPOLICE_FLANK2 npc/metropolice/vo/(v100) on2 V_MYNAMEP V_MYNUMP isclosingonsuspect off3 {Len 1.5} // METROPOLICE_FLANK3 npc/metropolice/vo/(v100) on1 V_MYNAMEP V_MYNUMP converging off4 {Len 1.5} // METROPOLICE_FLANK4 npc/overwatch/radiovoice/(v100) on3 suspendnegotiations officerclosingonsuspect off2 {Len 1.5} // METROPOLICE_FLANK5 npc/overwatch/radiovoice/(v100) on3 officerclosingonsuspect off2 {Len 1.5} // METROPOLICE_FLANK6 npc/overwatch/radiovoice/(v100) on3 allunitsapplyforwardpressure off2 {Len 1.5} // // I heard something // METROPOLICE_HEARD_SOMETHING0 npc/metropolice/vo/(v60) on1 V_MYNAMEP V_MYNUMP investigating10-103 off1 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_HEARD_SOMETHING1 npc/metropolice/vo/(v60) on2 Ihave10-30my10-20responding off3 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_HEARD_SOMETHING2 npc/metropolice/vo/(v60) on1 V_MYNAMEP V_MYNUMP is415b off4 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_HEARD_SOMETHING3 npc/metropolice/vo/(v60) on2 V_MYNAMEP V_MYNUMP responding2 off4 {Len 1.5 closecaption NPC_Combine.Alert} // V_RNDCHARGEP0 capitalmalcompliance // V_RNDCHARGEP1 violationofcivictrust // V_RNDCHARGEP2 promotingcommunalunrest // V_RNDCHARGEP3 failuretocomply // V_RNDCHARGEP4 level5anticivilactivity // V_RNDCHARGEP5 destrutionofcpt // V_RNDCHARGEP6 devisivesociocidal // V_RNDCHARGEP7 incitingpopucide // V_RNDCHARGES8 inciting404 // V_RNDJUDGEP0 immediateamputation // V_RNDJUDGEP1 terminalprosecution // V_RNDJUDGEP2 disassociationfromcivic // // The player is significantly hurt // METROPOLICE_PLAYERHIT0 npc/metropolice/vo/(v100) on1 wegotadbherecancel10-102 off4 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_PLAYERHIT1 npc/metropolice/vo/(v100) on2 suspectisbleeding off3 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_PLAYERHIT2 npc/metropolice/vo/(v100) on1 V_G2_SUSPECT_MAP__P ispassive off3 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_PLAYERHIT3 npc/metropolice/vo/(v100) on2 readytoamputate V_G2_SUSPECT_MAP__P off1 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_PLAYERHIT4 npc/metropolice/vo/(v100) on1 get11-44inboundcleaningup off3 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_PLAYERHIT5 npc/overwatch/radiovoice/(v100) on1, on1, on1, on3 attentionyouhavebeenchargedwith V_RNDCHARGEP, preparetoreceiveverdict V_RNDJUDGEP off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_PLAYERHIT6 npc/overwatch/radiovoice/(v100) on1, on1, on1, on3 attention V_G2_SUSPECT_MAP__P, prepareforfinalsentencing off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_PLAYERHIT7 npc/overwatch/radiovoice/(v100) on1, on1, on1, on3 youarechargedwithterminal, completesentencingatwill off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_PLAYERHIT8 npc/overwatch/radiovoice/(v100) on1, on1, on1, on3 attention V_G2_SUSPECT_MAP__P, youarejudgedguilty, allunitsdeliverterminalverdict off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // // // // Taking cover // // // // Taking cover because I have no ammo // METROPOLICE_COVER_NO_AMMO0 npc/metropolice/vo/(v100) on1 backmeupImout off1 {Len 1.5} // //METROPOLICE_COVER_NO_AMMO1 npc/metropolice/vo/(v100) on1 noverdictslefttakingcover off4 // // Taking cover because I have low ammo // METROPOLICE_COVER_LOW_AMMO0 npc/metropolice/vo/(v100) on1 runninglowonverdicts off1 {Len 1.5} // // Taking cover because I have taken heavy damage recently // METROPOLICE_COVER_HEAVY_DAMAGE0 npc/metropolice/vo/(v80) on1 officerunderfiretakingcover off1 {Len 1.5} // METROPOLICE_COVER_HEAVY_DAMAGE1 npc/metropolice/vo/(v80) on1 officerneedsassistance off4 {Len 1.5} // METROPOLICE_COVER_HEAVY_DAMAGE2 npc/metropolice/vo/(v80) on1 takecover {Len 1.5} // METROPOLICE_COVER_HEAVY_DAMAGE3 npc/metropolice/vo/(v80 p110) on1 movingtocover {Len 1.5} // METROPOLICE_COVER_HEAVY_DAMAGE4 npc/metropolice/vo/(v80) on2 off1 {Len 1.5} // METROPOLICE_COVER_HEAVY_DAMAGE5 npc/metropolice/vo/(v80) on1 off3 {Len 1.5} // // METROPOLICE_COVER_HEAVY_DAMAGE3 npc/metropolice/vo/(v100) on1 V_MYNAMEP needsmedical11-99 off4 {Len 1.5} // // // // Lost/refound enemy // // // // (UNDONE?) I lost my enemy under 10 seconds ago // METROPOLICE_LOST_SHORT0 npc/metropolice/vo/(v60) on1 V_G2_SUSPECT_MAP__P hidinglastseenatrange V_DISTP meters off1 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_LOST_SHORT1 npc/metropolice/vo/(v60) on2 sweepingforsuspect off3 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_LOST_SHORT2 npc/overwatch/radiovoice/(v50) on3 switchcomtotac3, reportplease off4 {Len 1.5 closecaption NPC_Combine.RadioChatter} // // (UNDONE?) I lost my enemy over 10 seconds ago // METROPOLICE_LOST_LONG0 npc/metropolice/vo/(v60) on1 allunitsreportlocationsuspect off1 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_LOST_LONG1 npc/metropolice/vo/(v60) on1 V_MYNAMEP V_MYNUMP nocontact off3 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_LOST_LONG2 npc/metropolice/vo/(v60) on2 cpweneedtoestablishaperimeterat V_G1_LOCATION_MAP__P V_G3_NUMBP off3 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_LOST_LONG3 npc/metropolice/vo/(v60) on1 V_MYNAMEP V_MYNUMP utlsuspect off1 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_LOST_LONG4 npc/overwatch/radiovoice/(v60) on3 allunitsat V_G1_LOCATION_MAP__P V_G3_NUMBP, beginscanning10-0 off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // METROPOLICE_LOST_LONG5 npc/overwatch/radiovoice/(v60) on3 switchtotac5reporttocp off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // // (UNDONE?) Just found enemy after lost long // METROPOLICE_REFIND_ENEMY0 npc/metropolice/vo/(v100) on1 supsecthasmovednowto V_G1_LOCATION_MAP__P V_GRIDXP off3 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_REFIND_ENEMY1 npc/metropolice/vo/(v100) on1 thereheis off4 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_REFIND_ENEMY2 npc/metropolice/vo/(v100) on1 therehegoeshesat V_DISTP meters off1 {Len 1.5 closecaption NPC_Combine.Alert} // // // // Monster Alert - first contact and I'm the squad leader // // // METROPOLICE_MONST0 npc/metropolice/vo/(v100) on1 outbreak V_RNDNUMP V_RNDACTP off1 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_MONST1 npc/metropolice/vo/(v100) on1 V_RNDACTP V_RNDNUMP off1 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_MONST_PLAYER0 npc/metropolice/vo/(v100) on1 V_G2_SUSPECT_MAP__P matchonapblikeness off4 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_MONST_PLAYER1 npc/metropolice/vo/(v100) on1 confirmpriority1sighted off1 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_MONST_PLAYER2 npc/metropolice/vo/(v100) on2 allunitsrespondcode3, V_G1_LOCATION_MAP__P V_G3_NUMBP off3 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_MONST_PLAYER3 npc/metropolice/vo/(v100) on1 V_G2_SUSPECT_MAP__P location V_G1_LOCATION_MAP__P V_G3_NUMBP off1 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_MONST_PLAYER4 npc/metropolice/vo/(v100) on1 designatesuspectas V_G2_SUSPECT_MAP__P allunitscode2 off1 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_MONST_PLAYER5 npc/metropolice/vo/(v100) on2 thereheis V_DISTP meters off4 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_MONST_PLAYER6 npc/metropolice/vo/(v100) on2 contactwith243suspect, V_G1_LOCATION_MAP__P V_G3_NUMBP off3 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_MONST_PLAYER_VEHICLE0 npc/metropolice/vo/(v100) on2 airwatchsubjectis505 off3 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_MONST_PLAYER_VEHICLE1 npc/metropolice/vo/(v100) on2 subjectis505 off3 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_MONST_PLAYER_VEHICLE2 npc/metropolice/vo/(v100) on2 subjectisnowhighspeed off3 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_MONST_PLAYER_VEHICLE3 npc/metropolice/vo/(v100) on2 Ivegot408hereatlocation V_G1_LOCATION_MAP__P V_G3_NUMBP off3 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_MONST_BUGS0 npc/metropolice/vo/(v100) on1 bugs off1 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_MONST_BUGS1 npc/metropolice/vo/(v100) on1 bugsontheloose off4 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_MONST_BUGS2 npc/metropolice/vo/(v100) on2 outbreak V_RNDNUMP converging off1 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_MONST_BUGS3 npc/metropolice/vo/(v100) on1 outlandbioticinhere off4 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_MONST_CITIZENS0 npc/metropolice/vo/(v100) on1 noncitizen outbreak off1 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_MONST_CITIZENS1 npc/metropolice/vo/(v100) on2 shotsfiredhostilemalignants off4 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_MONST_CITIZENS2 npc/metropolice/vo/(v100) on1 possible404here V_G1_LOCATION_MAP__P V_G3_NUMBP off3 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_MONST_CHARACTER0 npc/metropolice/vo/(v100) on1 contactwithpriority2 off1 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_MONST_CHARACTER1 npc/metropolice/vo/(v100) on2 priority2anticitizenhere off3 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_MONST_CHARACTER2 npc/metropolice/vo/(v100) on1 gotoneaccomplicehere off4 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_MONST_ZOMBIES0 npc/metropolice/vo/(v100) on1 freenecrotics, converging V_G1_LOCATION_MAP__P V_G3_NUMBP off1 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_MONST_ZOMBIES1 npc/metropolice/vo/(v100) on1 necrotics malignant location V_G1_LOCATION_MAP__P V_G3_NUMBP off4 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_MONST_PARASITES0 npc/metropolice/vo/(v100) on1 non-taggedviromeshere off1 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_MONST_PARASITES1 npc/metropolice/vo/(v100) on1 looseparasitics off4 {Len 1.5 closecaption NPC_Combine.Alert} // // // // I killed a monster - by type // // // METROPOLICE_KILL_MONST0 npc/metropolice/vo/(v100) on1 ten91dcountis V_SEQG0_NBRP off1 {Len 1.5} // METROPOLICE_KILL_MONST1 npc/metropolice/vo/(v100) on1 tag10-91d V_SEQG0_NBRP off1 {Len 1.5} // METROPOLICE_KILL_MONST2 npc/metropolice/vo/(v100) on2 sterilize V_SEQG0_NBRP off4 {Len 1.5} // METROPOLICE_KILL_BUGS0 npc/metropolice/vo/(v100) on1 tagonebug off1 {Len 1.5} // METROPOLICE_KILL_BUGS1 npc/metropolice/vo/(v100) on1 sterilize V_SEQG0_NBRP off1 {Len 1.5} // METROPOLICE_KILL_PLAYER0 npc/metropolice/vo/(v100) on2 sentencedelivered off3 {Len 1.5} // METROPOLICE_KILL_PLAYER1 npc/metropolice/vo/(v100) on2 V_G2_SUSPECT_MAP__P ispassive off3 {Len 1.5} // METROPOLICE_KILL_PLAYER2 npc/metropolice/vo/(v100) on2 finalverdictadministered off3 {Len 1.5} // METROPOLICE_KILL_PLAYER3 npc/metropolice/vo/(v100) on2 protectioncomplete off3 {Len 1.5} // METROPOLICE_KILL_PLAYER4 npc/metropolice/vo/(v100) on2 sentencedelivered off3 {Len 1.5} // METROPOLICE_KILL_PLAYER5 npc/metropolice/vo/(v100) on2 classifyasdbthisblockready off3 {Len 1.5} // METROPOLICE_KILL_PLAYER6 npc/overwatch/radiovoice/(v100) on3 rewardnotice off2 {Len 1.5} // METROPOLICE_KILL_PLAYER7 npc/overwatch/radiovoice/(v100) on3 allunitsreturntocode12 off2 {Len 1.5} // METROPOLICE_KILL_PLAYER8 npc/overwatch/radiovoice/(v100) on3 finalverdictadministered, allunitsbeginwhitnesssterilization off2 {Len 1.5} // METROPOLICE_KILL_PLAYER9 npc/overwatch/radiovoice/(v100) on3 sociostabilizationrestored off2 {Len 1.5} // METROPOLICE_KILL_CITIZENS0 npc/metropolice/vo/(v100) on2 V_SEQG0_NBRP sentencedelivered off4 {Len 1.5} // METROPOLICE_KILL_CITIZENS1 npc/metropolice/vo/(v100) on2 V_SEQG0_NBRP expired off4 {Len 1.5} // METROPOLICE_KILL_CITIZENS2 npc/metropolice/vo/(v100) on2 V_SEQG0_NBRP malignant off1 {Len 1.5} // METROPOLICE_KILL_CITIZENS3 npc/metropolice/vo/(v100) on2 noncitizen expired off1 {Len 1.5} // METROPOLICE_KILL_CHARACTER0 npc/metropolice/vo/(v100) on1 V_SEQG0_NBRP sentenced off1 {Len 1.5} // METROPOLICE_KILL_CHARACTER1 npc/metropolice/vo/(v100) on2 dbcountis V_SEQG0_NBRP off4 {Len 1.5} // METROPOLICE_KILL_CHARACTER2 npc/metropolice/vo/(v100) on1 suspend V_SEQG0_NBRP off1 {Len 1.5} // METROPOLICE_KILL_ZOMBIES0 npc/metropolice/vo/(v100) on1 tagonenecrotic off1 {Len 1.5} // METROPOLICE_KILL_ZOMBIES1 npc/metropolice/vo/(v100) on1 sterilize V_SEQG0_NBRP off4 {Len 1.5} // METROPOLICE_KILL_PARASITES0 npc/metropolice/vo/(v100) on2 tagoneparasitic off1 {Len 1.5} // METROPOLICE_KILL_PARASITES1 npc/metropolice/vo/(v100) on1 sterilize V_SEQG0_NBRP off1 {Len 1.5} // // // // Manhack sounds // // // // Deploying a manhack // METROPOLICE_DEPLOY_MANHACK0 npc/metropolice/vo/(v90) on1 visceratordeployed off3 {Len 1.5} // METROPOLICE_DEPLOY_MANHACK1 npc/metropolice/vo/(v90) on1 tenzerovisceratorishunting off3 {Len 1.5} // //METROPOLICE_DEPLOY_MANHACK2 npc/metropolice/vo/(v90) on1 allunitsvisceratorisactive off4 {Len 1.5} // // My manhack was killed // METROPOLICE_MANHACK_KILLED0 npc/metropolice/vo/(v80) on1 visceratorisoffgrid off3 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_MANHACK_KILLED1 npc/metropolice/vo/(v80) on1 requestsecondaryviscerator off3 {Len 1.5 closecaption NPC_Combine.Alert} // // // // Squad sounds // // // // A squadmate died // METROPOLICE_MAN_DOWN0 npc/metropolice/vo/(v100) on1 wehavea10-108 off1 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_MAN_DOWN1 npc/metropolice/vo/(v100) on1 V_WHODIEDP isdown off4 {Len 1.5 closecaption NPC_Combine.Alert} // METROPOLICE_MAN_DOWN2 npc/metropolice/vo/(v100) on1 V_WHODIEDP is10-108 off1 {Len 1.5 closecaption NPC_Combine.Alert} // // My last squadmate died; I'm all that's left! // METROPOLICE_LAST_OF_SQUAD0 npc/metropolice/vo/(v100) on1 officerdowncode3tomy10-20 off1 {Len 1.5 closecaption NPC_Combine.Last} // METROPOLICE_LAST_OF_SQUAD1 npc/metropolice/vo/(v100) on1 officerdownIam10-99 off4 {Len 1.5 closecaption NPC_Combine.Last} // METROPOLICE_LAST_OF_SQUAD2 npc/metropolice/vo/(v100) on1 cpisoverrunwehavenocontainment off3 {Len 1.5 closecaption NPC_Combine.Last} // METROPOLICE_LAST_OF_SQUAD3 npc/overwatch/radiovoice/(v100) on3 engagingteamisnoncohesive, reinforcementteamscode3 off2 {Len 1.5 closecaption NPC_Combine.Last} // // // // Danger sounds - by type // // // METROPOLICE_DANGER_GREN0 npc/metropolice/vo/(v100) on1 grenade {Len 1.5} // METROPOLICE_DANGER_GREN1 npc/metropolice/vo/(v100) on1 thatsagrenade {Len 1.5} // METROPOLICE_DANGER_GREN2 npc/metropolice/vo/(v100) on1 getdown {Len 1.5} // METROPOLICE_DANGER_MANHACK0 npc/metropolice/vo/(v100) on1 lookoutrogueviscerator off4 {Len 1.5} // METROPOLICE_DANGER_MANHACK1 npc/metropolice/vo/(v100) on1 visceratorisoc off1 {Len 1.5} // METROPOLICE_DANGER_VEHICLE0 npc/metropolice/vo/(v100) on1 shit {Len 1.5} // METROPOLICE_DANGER_VEHICLE1 npc/metropolice/vo/(v100) on1 watchit {Len 1.5} // METROPOLICE_DANGER_VEHICLE2 npc/metropolice/vo/(v100) on1 lookout {Len 1.5} // METROPOLICE_DANGER0 npc/metropolice/vo/(v100) on1 moveit {Len 1.5} // METROPOLICE_DANGER1 npc/metropolice/vo/(v100) on1 lookout {Len 1.5} // // // // Func_tank behavior // // // // I'm moving to man a func_tank // METROPOLICE_FT_APPROACH0 npc/metropolice/vo/(v80) on1 V_MYNAMEP V_MYNUMP on1 movingtohardpoint off3 {Len 1.5 closecaption NPC_Combine.Coord} // // I've just manned a func_tank // METROPOLICE_FT_MOUNT0 npc/metropolice/vo/(v80) on1 V_MYNAMEP V_MYNUMP on1 inpositionathardpoint off3 {Len 1.5 closecaption NPC_Combine.Coord} // METROPOLICE_FT_MOUNT1 npc/metropolice/vo/(v80) on2 V_MYNAMEP V_MYNUMP on2 isathardpointreadytoprosecute off3 {Len 1.5 closecaption NPC_Combine.Coord} // // I'm manning a func_tank and am scanning for enemies // METROPOLICE_FT_SCAN0 npc/metropolice/vo/(v80) on1 hardpointscanning off3 {Len 1.5 closecaption NPC_Combine.Coord} // METROPOLICE_FT_SCAN1 npc/metropolice/vo/(v80) on2 sweepingforsuspect off4 {Len 1.5 closecaption NPC_Combine.Coord} // // I've dismounted the func_tank // METROPOLICE_FT_DISMOUNT0 npc/metropolice/vo/(v80) on1 V_MYNAMEP V_MYNUMP dismountinghardpoint off3 {Len 1.5 closecaption NPC_Combine.Coord} // // // // Assault behavior // // // // I've hit my rally point, waiting to move out // METROPOLICE_AS_HIT_RALLY0 npc/metropolice/vo/(v70) on1 V_MYNAMEP V_MYNUMP inposition off3 {Len 1.5 closecaption NPC_Combine.Coord} // METROPOLICE_AS_HIT_RALLY1 npc/metropolice/vo/(v70) on2 V_MYNAMEP V_MYNUMP atcheckpoint off4 {Len 1.5 closecaption NPC_Combine.Coord} // METROPOLICE_AS_HIT_RALLY2 npc/metropolice/vo/(v70) on1 V_MYNAMEP V_MYNUMP on1 isreadytogo off1 {Len 1.5 closecaption NPC_Combine.Coord} // // I've hit my assault point, waiting to move out // METROPOLICE_AS_HIT_ASSAULT0 npc/metropolice/vo/(v70) on1 V_MYNAMEP V_MYNUMP readytojudge off3 {Len 1.5 closecaption NPC_Combine.Coord} // METROPOLICE_AS_HIT_ASSAULT1 npc/metropolice/vo/(v70) on2 V_MYNAMEP V_MYNUMP inpositiononeready off4 {Len 1.5 closecaption NPC_Combine.Coord} // METROPOLICE_AS_HIT_ASSAULT2 npc/metropolice/vo/(v70) on1 V_MYNAMEP V_MYNUMP isgo off1 {Len 1.5 closecaption NPC_Combine.Coord} // // I'm squad leader, ordering squad to move to rally point // METROPOLICE_AS_ADV_RALLY0 npc/metropolice/vo/(v70) on1 proceedtocheckpoints off1 {Len 1.5 closecaption NPC_Combine.Coord} // METROPOLICE_AS_ADV_RALLY1 npc/metropolice/vo/(v70) on2 allunitscloseonsuspect off3 {Len 1.5 closecaption NPC_Combine.Coord} // METROPOLICE_AS_ADV_RALLY2 npc/metropolice/vo/(v70) on1 allunitsmovein off4 {Len 1.5 closecaption NPC_Combine.Coord} // // I'm squad leader, ordering squad to move to assault point // METROPOLICE_AS_ADV_ASSAULT0 npc/metropolice/vo/(v100) on1 teaminpositionadvance off3 {Len 1.5 closecaption NPC_Combine.Coord} // METROPOLICE_AS_ADV_ASSAULT1 npc/metropolice/vo/(v100) on2 ptgoagain off1 {Len 1.5 closecaption NPC_Combine.Coord} // METROPOLICE_AS_ADV_ASSAULT2 npc/metropolice/vo/(v100) on1 assaultpointsecureadvance off4 {Len 1.5 closecaption NPC_Combine.Coord} // // // // Standoff behavior // // // // I'm squad leader telling squad to go into standoff // METROPOLICE_SO_BEGIN0 npc/metropolice/vo/(v100) on1 holdthisposition off1 {Len 1.5 closecaption NPC_Combine.Coord} // METROPOLICE_SO_BEGIN1 npc/metropolice/vo/(v100) on2 lockyourposition off4 {Len 1.5 closecaption NPC_Combine.Coord} // METROPOLICE_SO_BEGIN2 npc/metropolice/vo/(v100) on1 allunitsmaintainthiscp off4 {Len 1.5 closecaption NPC_Combine.Coord} // METROPOLICE_SO_BEGIN3 npc/overwatch/radiovoice/(v100) on3 lockdownlocationsacrificecode V_RNDACTP V_RNDNUMP off2 {Len 1.5 closecaption NPC_Combine.Coord} // // I'm squad leader telling squad to end standoff // METROPOLICE_SO_END0 npc/metropolice/vo/(v100) on1 cpiscompromised off1 {Len 1.5 closecaption NPC_Combine.Coord} // METROPOLICE_SO_END1 npc/metropolice/vo/(v100) on1 establishnewcp off1 {Len 1.5 closecaption NPC_Combine.Coord} // // I'm being forced to take cover // METROPOLICE_SO_FORCE_COVER0 npc/metropolice/vo/(v100) on1 officerunderfiretakingcover off4 {Len 1.5} // METROPOLICE_SO_FORCE_COVER1 npc/metropolice/vo/(v100) on2 movingtocover off4 {Len 1.5} // METROPOLICE_SO_FORCE_COVER2 npc/metropolice/vo/(v100) on1 takecover off1 {Len 1.5} // // I'm peeking over cover to see if I can see the enemy // METROPOLICE_SO_PEEK0 npc/metropolice/vo/(v100) on1 goingtotakealook off1 {Len 1.5 closecaption NPC_Combine.Coord} // METROPOLICE_SO_PEEK1 npc/metropolice/vo/(v100) on1 acquiringonvisual off4 {Len 1.5 closecaption NPC_Combine.Coord} // // // // First arrest encounter speech // // // // First cop who finds you tells you to freeze // METROPOLICE_FREEZE0 npc/metropolice/vo/(v100) on1 holditrightthere off4 {Len 1.5} // METROPOLICE_FREEZE1 npc/metropolice/vo/(v100) on1 prepareforjudgement off4 {Len 1.5} // // First cop then tells his buddies to come over // METROPOLICE_OVER_HERE0 npc/metropolice/vo/(v80) on1 movetoarrestpositions off3 {Len 1.5} // METROPOLICE_OVER_HERE1 npc/metropolice/vo/(v80) on2 positiontocontain off4 {Len 1.5} // METROPOLICE_OVER_HERE2 npc/metropolice/vo/(v80) on1 preparefor1015 off1 {Len 1.5} // // First cop tells his buddies the player is fleeing if he does // METROPOLICE_HES_RUNNING0 npc/metropolice/vo/(v100) on1 hesrunning off1 {Len 1.5} // METROPOLICE_HES_RUNNING1 npc/metropolice/vo/(v100) on2 hesgone148 off4 {Len 1.5} // // Other squad cops signal when they get in position // METROPOLICE_ARREST_IN_POS0 npc/metropolice/vo/(v80) on1 V_MYNAMEP V_MYNUMP, inposition off1 {Len 1.5 closecaption NPC_Combine.Coord} // METROPOLICE_ARREST_IN_POS1 npc/metropolice/vo/(v80) on2 V_MYNAMEP V_MYNUMP, readytoprosecute off3 {Len 1.5 closecaption NPC_Combine.Coord} // // First cop tells his buddies to fire once they are all in position // METROPOLICE_TAKE_HIM_DOWN0 npc/overwatch/radiovoice/(v100) on3 allunitsdeliverterminalverdict off2 {Len 2.5 closecaption NPC_Combine.Coord} // METROPOLICE_TAKE_HIM_DOWN1 npc/overwatch/radiovoice/(v100) on3 allunitsverdictcodeis V_RNDJUDGEP off2 {Len 2.5 closecaption NPC_Combine.Coord} // METROPOLICE_TAKE_HIM_DOWN2 npc/overwatch/radiovoice/(v100) on3 suspectmalignantverdictcodeis V_RNDJUDGEP off2 {Len 2.5 closecaption NPC_Combine.Coord} // // Cop is hit by physics object thrown by player (not with physcannon) // METROPOLICE_HIT_BY_PHYSOBJECT0 on1 preparingtojudge10-107 off1 {Len 1.5} // METROPOLICE_HIT_BY_PHYSOBJECT1 on1 movebackrightnow off1 {Len 1.5} // METROPOLICE_HIT_BY_PHYSOBJECT2 on1 holditrightthere off1 {Len 1.5} // METROPOLICE_HIT_BY_PHYSOBJECT3 on1 V_MYNAMEP V_MYNUMP hasmalcompliant off1 {Len 1.5} // METROPOLICE_HIT_BY_PHYSOBJECT4 on1 malcompliant10107my1020 off1 {Len 1.5} // //----------------------------------------------------------------------------- // // METROPOLICE ENDS HERE // //----------------------------------------------------------------------------- // // HEV Suit // // powerup // HEV_AAx hl1/fvox/bell // //HEV_logon, powerarmor_on, atmospherics_on,vitalsigns_on, automedic_on, weaponselect_on, munitionview_on, communications_on, safe_day {Len 41.76} // //HEV_A0 hl1/fvox/bell, HEV_logon {Len 11.07} // //HEV_A1 hl1/fvox/blip blip(p130) powermove_on {Len 3.71} // //HEV_A2 hl1/fvox/blip blip powerarmor_on {Len 4.42} // //HEV_A3 hl1/fvox/blip blip(p130) atmospherics_on {Len 4.41} // //HEV_A4 hl1/fvox/blip blip vitalsigns_on boop, boop, boop {Len 5.28} // //HEV_A5 hl1/fvox/blip blip(p130) munitionview_on {Len 3.84} // //HEV_A6 hl1/fvox/blip blip communications_on {Len 3.59} // //HEV_A7 hl1/fvox/blip blip(p70) weaponselect_on {Len 3.97} // //HEV_A8 hl1/fvox/blip blip(p70) automedic_on {Len 3.77} // //HEV_A9 hl1/fvox/fuzz power_level_is onehundred percent {Len 4.14} // //HEV_A10 hl1/fvox/safe_day, bell {Len 3.66} // // medical // HEV_DEAD0 hl1/fvox/beep beep, beep beep, beep, beep, flatline {Len 6.29 closecaption HEV.Flatline} // HEV_DEAD1 hl1/fvox/beep beep, beep beep, beep, flatline {Len 5.82 closecaption HEV.Flatline} // HEV_MED0 hl1/fvox/(p140) boop, boop, boop, (p100) innsuficient_medical {Len 1.41 closecaption HEV.insufficient_medical} // HEV_MED1 hl1/fvox/(p140) boop, boop, boop, (p100) automedic_on {Len 4.92 closecaption HEV.automedic_on} // HEV_MED2 hl1/fvox/(p140) boop, boop, boop, (p100) administering_medical {Len 1.41 closecaption HEV.administering_medical} // HEV_HEAL0 hl1/fvox/(p140) boop, boop, boop, (p100) wound_sterilized, blip(p130 v50), blip(p130 v40), hiss, morphine_shot {Len 7.03 closecaption HEV.sterilized_morphine} // HEV_HEAL1 hl1/fvox/(p140) boop, boop, boop, (p100) torniquette_applied, bleeding_stopped {Len 7.03 closecaption HEV.torni_bleed} // HEV_HEAL2 hl1/fvox/(p140) boop, boop, boop, (p100) bleeding_stopped {Len 3.66 closecaption HEV.bleeding_stopped} // HEV_HEAL3 hl1/fvox/(p140) boop, boop, boop, (p100) blood_plasma {Len 4.02 closecaption HEV.blood_plasma} // HEV_HEAL4 hl1/fvox/(p140) boop, boop, boop, (p100) hiss, antitoxin_shot {Len 4.38 closecaption HEV.antitoxin_shot} // HEV_HEAL5 hl1/fvox/(p140) boop, boop, boop, (p100) hiss, antidote_shot {Len 4.17 closecaption HEV.antidote_shot} // HEV_HEAL6 hl1/fvox/(p140) boop, boop, boop, (p100) hiss, wound_sterilized {Len 4.16 closecaption HEV.wound_sterilized} // HEV_HEAL7 hl1/fvox/(p140) boop, boop, boop, (p100) hiss, morphine_shot {Len 4.16 closecaption HEV.morphine_shot} // HEV_HEAL8 hl1/fvox/(p140) boop, boop, boop, (p100) medical_repaired {Len 4.17 closecaption HEV.medical_repaired} // HEV_DMG0 hl1/fvox/(p160) boop, boop, boop, (p100) minor_lacerations {Len 4.09 closecaption HEV.minor_lacerations} // HEV_DMG1 hl1/fvox/(p160) boop, boop, boop, (p100) major_lacerations {Len 4.19 closecaption HEV.major_lacerations} // HEV_DMG2 hl1/fvox/(p160) boop, boop, boop, (p100) internal_bleeding {Len 3.64 closecaption HEV.internal_bleeding} // HEV_DMG3 hl1/fvox/(p160) boop, boop, boop, (p100) blood_toxins {Len 5.04 closecaption HEV.blood_toxins} // HEV_DMG4 hl1/fvox/(p160) boop, boop, boop, (p100) minor_fracture {Len 3.67 closecaption HEV.minor_fracture} // HEV_DMG5 hl1/fvox/(p160) boop, boop, boop, (p100) major_fracture {Len 3.67 closecaption HEV.major_fracture} // HEV_DMG6 hl1/fvox/(p160) boop, boop, boop, (p100) blood_loss {Len 3.39 closecaption HEV.blood_loss} // HEV_DMG7 hl1/fvox/(p140) boop, boop, boop, (p100) seek_medic {Len 3.92 closecaption HEV.seek_medic} // HEV_HLTH0 hl1/fvox/(p120) beep, beep, (p100) health_dropping {Len 4.31 closecaption HEV.health_dropping} // HEV_HLTH1 hl1/fvox/(p120) beep, beep, (p100) health_dropping2 {Len 3.68 closecaption HEV.health_dropping2} // HEV_HLTH2 hl1/fvox/(p120) beep, beep, beep, (p100) health_critical {Len 4.32 closecaption HEV.health_critical} // HEV_HLTH3 hl1/fvox/(p120) beep, beep, beep, (p100) near_death {Len 4.77 closecaption HEV.near_death} // HEV_HLTH4 hl1/fvox/(p140) beep, beep, (p100) health_dropping2, evacuate_area {Len 5.93 closecaption HEV.health2_evac} // HEV_HLTH5 hl1/fvox/(p140) beep, beep, beep, (p100) health_critical, evacuate_area {Len 6.52 closecaption HEV.health_crit_evac} // HEV_HLTH6 hl1/fvox/(p140) beep, beep, beep, (p100) near_death, evacuate_area immediately {Len 8.22 closecaption HEV.near_death_evac} // HEV_SHOCK hl1/fvox/(p120) beep, beep, (p100) warning, shock_damage {Len 4.05 closecaption HEV.shock_damage} // HEV_FIRE hl1/fvox/(p120) beep, beep, (p100) warning, heat_damage {Len 4.77 closecaption HEV.heat_damage} // // items // HEV_AIM_ON hl1/fvox/blip targetting_system activated {Len 4.02 closecaption HEV.targetting_system_on} // HEV_AIM_OFF hl1/fvox/blip targetting_system deactivated {Len 4.27 closecaption HEV.targetting_system_off} // HEV_BATTERY hl1/fvox/blip get_battery acquired {Len 0.92} // HEV_MEDKIT hl1/fvox/blip get_medkit(v80) {Len 0.11} // HEV_PISTOL hl1/fvox/blip get_pistol acquired {Len 0.92} // HEV_SHOTGUN hl1/fvox/blip get_shotgun {Len 0.11} // HEV_GRENADE hl1/fvox/blip get_grenade acquired {Len 0.92} // HEV_ASSAULT hl1/fvox/blip get_assault acquired {Len 0.92} // HEV_44PISTOL hl1/fvox/blip get_44pistol acquired {Len 0.92} // HEV_RPG hl1/fvox/blip get_rpg acquired {Len 0.92} // HEV_SATCHEL hl1/fvox/blip get_satchel acquired {Len 0.92} // HEV_TRIPMINE hl1/fvox/blip get_tripmine acquired {Len 0.92} // HEV_HORNET hl1/fvox/blip get_alien_wpn {Len 0.11} // HEV_SQUEEK hl1/fvox/blip get_alien_wpn {Len 0.11} // HEV_EGON hl1/fvox/blip get_egon acquired {Len 0.92} // HEV_GAUSS hl1/fvox/blip get_gauss acquired {Len 0.92} // HEV_XBOW hl1/fvox/blip get_crossbow acquired {Len 0.92} // HEV_9MM hl1/fvox/blip get_9mmclip acquired {Len 0.92} // HEV_44AMMO hl1/fvox/blip get_44ammo acquired {Len 0.92} // HEV_BUCKSHOT hl1/fvox/blip get_buckshot acquired {Len 0.92} // HEV_BOLTS hl1/fvox/blip get_bolts acquired {Len 0.92} // HEV_RPGAMMO hl1/fvox/blip get_rpgammo acquired {Len 0.92} // HEV_AGRENADE hl1/fvox/blip get_assaultgren acquired {Len 0.92} // HEV_EGONPOWER hl1/fvox/blip get_egonpower acquired {Len 0.92} // // time // //HEV_C1t hl1/fvox/bell time_is_now one AM // //HEV_C13t hl1/fvox/bell time_is_now one PM // // power levels // HEV_D00 hl1/fvox/fuzz fuzz(p130), power_restored {Len 2.12 closecaption HEV.power_restored} // HEV_D01 hl1/fvox/fuzz fuzz(p80), hev_shutdown {Len 4.99 closecaption HEV.hev_shutdown} // HEV_0P hl1/fvox/fuzz fuzz, power_below five percent {Len 6.35} // HEV_1P hl1/fvox/fuzz fuzz, power_restored(e30), ten percent {Len 2.75} // HEV_2P hl1/fvox/fuzz fuzz, power_restored(e30), fifteen percent {Len 3.15} // HEV_3P hl1/fvox/fuzz fuzz, power_restored(e30), twenty percent {Len 2.99} // HEV_4P hl1/fvox/fuzz fuzz, power_restored(e30), twenty five percent {Len 3.87} // HEV_5P hl1/fvox/fuzz fuzz, power_restored(e30), thirty percent {Len 3.04} // HEV_6P hl1/fvox/fuzz fuzz, power_restored(e30), thirty five percent {Len 3.91} // HEV_7P hl1/fvox/fuzz fuzz, power_restored(e30), fourty percent {Len 3.07} // HEV_8P hl1/fvox/fuzz fuzz, power_restored(e30), fourty five percent {Len 3.95} // HEV_9P hl1/fvox/fuzz fuzz, power_restored(e30), fifty percent {Len 3.17} // HEV_10P hl1/fvox/fuzz fuzz, power_restored(e30), fifty five percent {Len 4.05} // HEV_11P hl1/fvox/fuzz fuzz, power_restored(e30), sixty percent {Len 3.16} // HEV_12P hl1/fvox/fuzz fuzz, power_restored(e30), sixty five percent {Len 4.04} // HEV_13P hl1/fvox/fuzz fuzz, power_restored(e30), seventy percent {Len 3.12} // HEV_14P hl1/fvox/fuzz fuzz, power_restored(e30), seventy five percent {Len 4.00} // HEV_15P hl1/fvox/fuzz fuzz, power_restored(e30), eighty percent {Len 2.88} // HEV_16P hl1/fvox/fuzz fuzz, power_restored(e30), eighty five percent {Len 3.76} // HEV_17P hl1/fvox/fuzz fuzz, power_restored(e30), ninety percent {Len 3.12} // HEV_18P hl1/fvox/fuzz fuzz, power_restored(e30), ninety five percent {Len 4.00} // HEV_19P hl1/fvox/fuzz fuzz, power_level_is onehundred percent {Len 4.62} // // weapon/ammo // HEV_AMO0 hl1/fvox/blip ammo_depleted {Len 2.16 closecaption HEV.ammo_depleted} // // suit // HEV_V0 hl1/fvox/blip, voice_on {Len 3.17} // HEV_V1 hl1/fvox/blip, voice_off {Len 3.06} // HEV_E0 hl1/fvox/buzz buzz, armor_gone {Len 2.95 closecaption HEV.armor_gone} // HEV_E1 hl1/fvox/buzz, armor_gone {Len 2.62 closecaption HEV.armor_gone} // HEV_E2 hl1/fvox/buzz, hev_critical_fail {Len 4.75 closecaption HEV.hev_critical_fail} // HEV_E3 hl1/fvox/buzz, hev_general_fail {Len 3.22 closecaption HEV.hev_general_fail} // HEV_E4 hl1/fvox/buzz, hev_damage {Len 3.53 closecaption HEV.hev_damage} // HEV_E5 hl1/fvox/buzz, powermove_overload {Len 4.98 closecaption HEV.powermove_overload} // // time remaining countdown // //HEV_F10t hl1/fvox/bell time_remaining ten seconds // //HEV_F15t hl1/fvox/bell time_remaining fifteen seconds // //HEV_F20t hl1/fvox/bell time_remaining twenty seconds // //HEV_F30t hl1/fvox/bell time_remaining thirty seconds // // detections // HEV_DET0 hl1/fvox/blip blip blip, biohazard_detected {Len 3.67 closecaption HEV.biohazard_detected} // HEV_DET1 hl1/fvox/blip blip blip, chemical_detected {Len 4.33 closecaption HEV.chemical_detected} // HEV_DET2 hl1/fvox/blip blip blip, radiation_detected {Len 5.08 closecaption HEV.radiation_detected} // HEV_DET3 hl1/fvox/blip blip blip, bio_reading {Len 2.93 closecaption HEV.bio_reading} // HEV_DET4 hl1/fvox/blip blip blip, antitoxin_shot(e50), onehundred percent {Len 3.67 closecaption HEV.biohazard_detected} // HEV_DET5 hl1/fvox/blip blip blip, antitoxin_shot(e25) radiation_detected(e50), onehundred percent {Len 5.37 closecaption HEV.radiation_detected} // //HEV_GR0r hl1/fvox/range twenty meters(t60) // //HEV_GR1r hl1/fvox/range nineteen meters // //HEV_GR2r hl1/fvox/range eighteen meters