//-------------------------------------------------------------------------------------------------------------- // anarchist Response Rule File //-------------------------------------------------------------------------------------------------------------- Criterion "NotSaidHelpanarchist" "worldSaidHelpanarchist" "!=1" "required" weight 0 Criterion "NotSaidPepTalkScaredanarchist" "worldSaidPepTalkScaredanarchist" "!=1" "required" weight 0 Criterion "NotSaidRoundEndanarchist" "worldSaidRoundEndanarchist" "!=1" "required" //Auto-generated blank response for padding out InfoRemarkables Response _PlayerInfoRemarkableBlankanarchist { speak "anarchist_Blank" noscene //Blank } //-------------------------------------------------------------------------------------------------------------- // Radio //-------------------------------------------------------------------------------------------------------------- Response Affirmativeanarchist { scene "scenes/anarchist/Affirmative01.vcd" //Yes scene "scenes/anarchist/Affirmative02.vcd" //Yeah, sure scene "scenes/anarchist/Affirmative03.vcd" //Yep } Rule Affirmativeanarchist { criteria TLK_Affirmative Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Affirmativeanarchist } Response Agreeanarchist { scene "scenes/anarchist/Agree01.vcd" //Agreed scene "scenes/anarchist/Agree02.vcd" //Yeah yeah yeah scene "scenes/anarchist/Agree03.vcd" //Yeah, whatever scene "scenes/anarchist/Agree05.vcd" //Yeah scene "scenes/anarchist/Agree07.vcd" //Why not? I agree scene "scenes/anarchist/Agree08.vcd" //Whatever } Rule Agreeanarchist { criteria TLK_Agree Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Agreeanarchist } Response Blindedanarchist { scene "scenes/anarchist/Blinded01.vcd" //I'm blind scene "scenes/anarchist/Blinded02.vcd" //Can't see anything! scene "scenes/anarchist/Blinded03.vcd" //Blinded! scene "scenes/anarchist/Blinded04.vcd" //I can't see scene "scenes/anarchist/Blinded06.vcd" //I've been flashbanged } Rule Blindedanarchist { criteria TLK_Blinded Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Blindedanarchist } Response Clearanarchist { scene "scenes/anarchist/Clear01.vcd" //No one here scene "scenes/anarchist/ClearedArea04.vcd" //Nothing here scene "scenes/anarchist/ClearedArea05.vcd" //This is clear } Rule Clearanarchist { criteria TLK_Clear Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Clearanarchist } Response ClearedAreaanarchist { scene "scenes/anarchist/ClearedArea01.vcd" //This place is empty scene "scenes/anarchist/ClearedArea02.vcd" //They're not here scene "scenes/anarchist/ClearedArea03.vcd" //Nope, not here } Rule ClearedAreaanarchist { criteria TLK_ClearedArea Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response ClearedAreaanarchist } Response CoveringFriendanarchist { scene "scenes/anarchist/CoveringFriend01.vcd" //I have your back scene "scenes/anarchist/CoveringFriend02.vcd" //I got you covered scene "scenes/anarchist/CoveringFriend03.vcd" //You're covered scene "scenes/anarchist/CoveringFriend04.vcd" //Dude, you're covered } Rule CoveringFriendanarchist { criteria TLK_CoveringFriend Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response CoveringFriendanarchist } Response DeathCryanarchist { scene "scenes/anarchist/t_death01.vcd" //Ahhhh! scene "scenes/anarchist/t_death02.vcd" //(exhale) scene "scenes/anarchist/t_death03.vcd" //Ohhhh scene "scenes/anarchist/t_death04.vcd" //(exhale) scene "scenes/anarchist/t_death05.vcd" //(exhale) } Rule DeathCryanarchist { criteria TLK_DeathCry Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response DeathCryanarchist } Response Disagreeanarchist { scene "scenes/anarchist/Disagree01.vcd" //No scene "scenes/anarchist/Disagree02.vcd" //I'm gonna disagree scene "scenes/anarchist/Disagree03.vcd" //Yeah no scene "scenes/anarchist/Disagree04.vcd" //Nahh scene "scenes/anarchist/Disagree05.vcd" //You're wrong scene "scenes/anarchist/Disagree06.vcd" //Not gonna happen } Rule Disagreeanarchist { criteria TLK_Disagree Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Disagreeanarchist } Response EnemyDownanarchist { scene "scenes/anarchist/EnemyDown01.vcd" //He's down scene "scenes/anarchist/EnemyDown02.vcd" //I got one scene "scenes/anarchist/EnemyDown03.vcd" //Got 'em scene "scenes/anarchist/EnemyDown04.vcd" //I got 'em scene "scenes/anarchist/EnemyDown05.vcd" //I got 'em, I got 'em scene "scenes/anarchist/EnemyDown06.vcd" //I hit him! scene "scenes/anarchist/EnemyDown07.vcd" //That was me scene "scenes/anarchist/EnemyDown08.vcd" //I killed him! scene "scenes/anarchist/EnemyDown09.vcd" //Ha, got him scene "scenes/anarchist/EnemyDown10.vcd" //Take some that scene "scenes/anarchist/EnemyDown11.vcd" //Dude scene "scenes/anarchist/EnemyDown12.vcd" //Popped him } Rule EnemyDownanarchist { criteria TLK_EnemyDown Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response EnemyDownanarchist } Response FollowingFriendanarchist { scene "scenes/anarchist/FollowingFriend01.vcd" //You lead the way scene "scenes/anarchist/FollowingFriend02.vcd" //I'll follow you scene "scenes/anarchist/FollowingFriend03.vcd" //Go ahead, I'll follow scene "scenes/anarchist/FollowingFriend06.vcd" //Go ahead lead scene "scenes/anarchist/FollowingFriend07.vcd" //I'm with you } Rule FollowingFriendanarchist { criteria TLK_FollowingFriend Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response FollowingFriendanarchist } Response FriendlyFireanarchist { scene "scenes/anarchist/FriendlyFire01.vcd" //Wanna stop shooting me? scene "scenes/anarchist/FriendlyFire02.vcd" //Quit screwing around scene "scenes/anarchist/FriendlyFire03.vcd" //Don't be a jerk scene "scenes/anarchist/FriendlyFire04.vcd" //What the? You shot me! scene "scenes/anarchist/FriendlyFire05.vcd" //Hey! You shot me! scene "scenes/anarchist/FriendlyFire06.vcd" //You better stop, I'm gettin' pissed scene "scenes/anarchist/FriendlyFire07.vcd" //What the heck? Stop shooting me scene "scenes/anarchist/FriendlyFire08.vcd" //Why did you do that? scene "scenes/anarchist/FriendlyFire09.vcd" //That's not funny dude. scene "scenes/anarchist/FriendlyFire10.vcd" //Do not shoot me scene "scenes/anarchist/FriendlyFire11.vcd" //Dude, seriously? You shot me. scene "scenes/anarchist/FriendlyFire12.vcd" //What are you doing? scene "scenes/anarchist/FriendlyFire13.vcd" //Hey, you're shooting me scene "scenes/anarchist/FriendlyFire14.vcd" //Stop the friendly fire scene "scenes/anarchist/FriendlyFire15.vcd" //That's not funny scene "scenes/anarchist/FriendlyFire16.vcd" //Dude! scene "scenes/anarchist/FriendlyFire17.vcd" //Not funny dude! } Rule FriendlyFireanarchist { criteria TLK_FriendlyFire Isanarchist IsTalkanarchist IsBDamage ApplyContext "Talkanarchist:1:1" applycontexttoworld Response FriendlyFireanarchist } Response FriendlyFireNoBanarchist { scene "scenes/anarchist/FriendlyFire02.vcd" //Quit screwing around scene "scenes/anarchist/FriendlyFire03.vcd" //Don't be a jerk scene "scenes/anarchist/FriendlyFire06.vcd" //You better stop, I'm gettin' pissed scene "scenes/anarchist/FriendlyFire08.vcd" //Why did you do that? scene "scenes/anarchist/FriendlyFire09.vcd" //That's not funny dude. scene "scenes/anarchist/FriendlyFire12.vcd" //What are you doing? scene "scenes/anarchist/FriendlyFire15.vcd" //That's not funny scene "scenes/anarchist/FriendlyFire16.vcd" //Dude! scene "scenes/anarchist/FriendlyFire17.vcd" //Not funny dude! } Rule FriendlyFireNoBanarchist { criteria TLK_FriendlyFire Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response FriendlyFireNoBanarchist } Response GoingToGuardHostageEscapeZoneanarchist { scene "scenes/anarchist/GoingToGuardHostageEscapeZone01.vcd" //I'll guard their escape scene "scenes/anarchist/GoingToGuardHostageEscapeZone02.vcd" //I'm heading to their escape area scene "scenes/anarchist/GoingToGuardHostageEscapeZone03.vcd" //I'm going to surprise them at their escape area } Rule GoingToGuardHostageEscapeZoneanarchist { criteria TLK_GoingToGuardHostageEscapeZone Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response GoingToGuardHostageEscapeZoneanarchist } Response GoingToGuardHostagesanarchist { scene "scenes/anarchist/GoingToGuardHostages01.vcd" //Going to guard the hostages scene "scenes/anarchist/GoingToGuardHostages02.vcd" //I'll protect hostages scene "scenes/anarchist/GoingToGuardHostages03.vcd" //I'm staying with the hostages scene "scenes/anarchist/GoingToGuardHostages04.vcd" //Heading to the hostages scene "scenes/anarchist/GoingToGuardHostages05.vcd" //Gonna cover the hostages scene "scenes/anarchist/GoingToGuardHostages06.vcd" //Gonna hang with the hostages } Rule GoingToGuardHostagesanarchist { criteria TLK_GoingToGuardHostages Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response GoingToGuardHostagesanarchist } Response GuardingHostageEscapeZoneanarchist { scene "scenes/anarchist/GuardingHostageEscapeZone01.vcd" //I'm guarding against their escape scene "scenes/anarchist/GuardingHostageEscapeZone02.vcd" //I'm blocking their escape scene "scenes/anarchist/GuardingHostageEscapeZone03.vcd" //I'll guard against their escape scene "scenes/anarchist/GuardingHostageEscapeZone04.vcd" //I got their escape covered scene "scenes/anarchist/GuardingHostageEscapeZone05.vcd" //Hey, gonna cover their escape } Rule GuardingHostageEscapeZoneanarchist { criteria TLK_GuardingHostageEscapeZone Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response GuardingHostageEscapeZoneanarchist } Response GuardingHostagesanarchist { scene "scenes/anarchist/GuardingHostages01.vcd" //I'm at the hostages scene "scenes/anarchist/GuardingHostages02.vcd" //I'm with the hostages scene "scenes/anarchist/GuardingHostages03.vcd" //I'm watching the hostages scene "scenes/anarchist/GuardingHostages04.vcd" //The hostages are with me scene "scenes/anarchist/GuardingHostages05.vcd" //The hostages will be safe with me } Rule GuardingHostagesanarchist { criteria TLK_GuardingHostages Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response GuardingHostagesanarchist } Response HeardNoiseanarchist { scene "scenes/anarchist/HeardNoise01.vcd" //Did you hear that? scene "scenes/anarchist/HeardNoise02.vcd" //Hey, what was that? scene "scenes/anarchist/HeardNoise03.vcd" //I hear something? } Rule HeardNoiseanarchist { criteria TLK_HeardNoise Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response HeardNoiseanarchist } Response helpanarchist { scene "scenes/anarchist/help01.vcd" //Help! scene "scenes/anarchist/help02.vcd" //I need help! I need help scene "scenes/anarchist/help03.vcd" //Help guys! scene "scenes/anarchist/help04.vcd" //A little help guys! scene "scenes/anarchist/help05.vcd" //I need help scene "scenes/anarchist/help06.vcd" //ahhh... I need help here } Rule helpanarchist { criteria TLK_help Isanarchist ApplyContext "Talkanarchist:1:1,SaidHelpanarchist:1:3" applycontexttoworld Response helpanarchist } Response HostageDownanarchist { scene "scenes/anarchist/HostageDown01.vcd" //A hostage is dead scene "scenes/anarchist/HostageDown02.vcd" //Great, a hostage is dead scene "scenes/anarchist/HostageDown03.vcd" //Who the hack is shooting the hostages? scene "scenes/anarchist/HostageDown04.vcd" //We're losing hostages scene "scenes/anarchist/HostageDown05.vcd" //Hostage down, hostage down } Rule HostageDownanarchist { criteria TLK_HostageDown Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response HostageDownanarchist } Response HostagesBeingTakenanarchist { scene "scenes/anarchist/HostagesBeingTaken01.vcd" //They're taking our hostages! scene "scenes/anarchist/HostagesBeingTaken02.vcd" //They are going to take our hostages scene "scenes/anarchist/HostagesBeingTaken03.vcd" //Protect the hostages! } Rule HostagesBeingTakenanarchist { criteria TLK_HostagesBeingTaken Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response HostagesBeingTakenanarchist } Response HostagesTakenanarchist { scene "scenes/anarchist/HostagesTaken01.vcd" //They grabbed a hostage scene "scenes/anarchist/HostagesTaken02.vcd" //Stop 'em they have the hostages scene "scenes/anarchist/HostagesTaken03.vcd" //They've taken a hostage scene "scenes/anarchist/HostagesTaken04.vcd" //They have our hostages } Rule HostagesTakenanarchist { criteria TLK_HostagesTaken Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response HostagesTakenanarchist } Response InCombatanarchist { scene "scenes/anarchist/InCombat01.vcd" //Laying down some fire scene "scenes/anarchist/InCombat02.vcd" //I'm gonna kill you all scene "scenes/anarchist/InCombat03.vcd" //Die! scene "scenes/anarchist/InCombat04.vcd" //Attacking scene "scenes/anarchist/InCombat05.vcd" //I'm attacking scene "scenes/anarchist/InCombat06.vcd" //Opening fire scene "scenes/anarchist/InCombat07.vcd" //Letting 'em have it } Rule InCombatanarchist { criteria TLK_InCombat Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response InCombatanarchist } Response KilledFriendanarchist { scene "scenes/anarchist/KilledFriend01.vcd" //What;s going on? scene "scenes/anarchist/KilledFriend02.vcd" //Dude, he's on our side scene "scenes/anarchist/KilledFriend03.vcd" //This is getting a little crazy scene "scenes/anarchist/KilledFriend04.vcd" //Guys, stop it! scene "scenes/anarchist/KilledFriend05.vcd" //This is seriously messed up scene "scenes/anarchist/KilledFriend06.vcd" //Every man for himself I guess } Rule KilledFriendanarchist { criteria TLK_KilledFriend Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response KilledFriendanarchist } Response KilledMyEnemyanarchist { scene "scenes/anarchist/EnemyDown01.vcd" //He's down scene "scenes/anarchist/EnemyDown03.vcd" //Got 'em } Rule KilledMyEnemyanarchist { criteria TLK_KilledMyEnemy Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response KilledMyEnemyanarchist } Response LastManStandinganarchist { scene "scenes/anarchist/LastManStanding01.vcd" //I did this scene "scenes/anarchist/LastManStanding02.vcd" //Yeah, that's right, all me scene "scenes/anarchist/LastManStanding03.vcd" //This was all me scene "scenes/anarchist/LastManStanding04.vcd" //Look who's still alive scene "scenes/anarchist/LastManStanding05.vcd" //Told ya I wasn't scared scene "scenes/anarchist/LastManStanding06.vcd" //Take that! scene "scenes/anarchist/LastManStanding07.vcd" //Look who's still standing! } Rule LastManStandinganarchist { criteria TLK_LastManStanding Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response LastManStandinganarchist } Response LostEnemyanarchist { scene "scenes/anarchist/LostEnemy01.vcd" //I lost 'em scene "scenes/anarchist/LostEnemy02.vcd" //Lost em scene "scenes/anarchist/LostEnemy03.vcd" //I don't see 'em anymore } Rule LostEnemyanarchist { criteria TLK_LostEnemy Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response LostEnemyanarchist } Response Map_CTSpawnanarchist { scene "scenes/anarchist/tmap_cs_source25.vcd" //At their entry point scene "scenes/anarchist/tmap_cs_source26.vcd" //Checking their entry point scene "scenes/anarchist/tmap_cs_source27.vcd" //At their entry point } Rule Map_CTSpawnanarchist { criteria TLK_Map_CTSpawn Isanarchist IsTalkanarchist IsNotar_shoots ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Map_CTSpawnanarchist } Response Map_SnipersNestanarchist { scene "scenes/anarchist/tmap_cs_source87.vcd" //Snipers Nest scene "scenes/anarchist/tmap_cs_source88.vcd" //Checking that snipers nest scene "scenes/anarchist/tmap_cs_source89.vcd" //In the snipers nest } Rule Map_SnipersNestanarchist { criteria TLK_Map_SnipersNest Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Map_SnipersNestanarchist } Response Map_Stairwellanarchist { scene "scenes/anarchist/tmap_cs_source93.vcd" //Stairwell scene "scenes/anarchist/tmap_cs_source94.vcd" //Covering the stairwell scene "scenes/anarchist/tmap_cs_source95.vcd" //In the stairwell } Rule Map_Stairwellanarchist { criteria TLK_Map_Stairwell Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Map_Stairwellanarchist } Response Negativeanarchist { scene "scenes/anarchist/Negative01.vcd" //Negative scene "scenes/anarchist/Negative02.vcd" //Not gonna happen scene "scenes/anarchist/Negative03.vcd" //That's a bad idea scene "scenes/anarchist/Negative04.vcd" //Uh uh } Rule Negativeanarchist { criteria TLK_Negative Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Negativeanarchist } Response NiceShotanarchist { scene "scenes/anarchist/NiceShot01.vcd" //Good shot scene "scenes/anarchist/NiceShot02.vcd" //Nice shot scene "scenes/anarchist/NiceShot03.vcd" //Dude! Nice shot scene "scenes/anarchist/NiceShot04.vcd" //Bam! Nice scene "scenes/anarchist/NiceShot05.vcd" //Nice shot scene "scenes/anarchist/NiceShot06.vcd" //Nice shooting scene "scenes/anarchist/NiceShot07.vcd" //You got him! scene "scenes/anarchist/NiceShot08.vcd" //Killer! scene "scenes/anarchist/NiceShot09.vcd" //Way to go scene "scenes/anarchist/NiceShot10.vcd" //That's how you do it scene "scenes/anarchist/NiceShot11.vcd" //Hey, leave some for me scene "scenes/anarchist/NiceShot12.vcd" //You are smokin' em. scene "scenes/anarchist/NiceShot13.vcd" //Duude! scene "scenes/anarchist/NiceShot14.vcd" //No way dude } Rule NiceShotanarchist { criteria TLK_NiceShot Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response NiceShotanarchist } Response OnARollBraganarchist { scene "scenes/anarchist/OnARollBrag01.vcd" //Yes! scene "scenes/anarchist/OnARollBrag02.vcd" //We are kicking butt scene "scenes/anarchist/OnARollBrag03.vcd" //I'm not scared of anyone scene "scenes/anarchist/OnARollBrag04.vcd" //The world is ours scene "scenes/anarchist/OnARollBrag05.vcd" //There ya go. There ya go. scene "scenes/anarchist/OnARollBrag07.vcd" //No one's stopping us scene "scenes/anarchist/OnARollBrag08.vcd" //Yes! Yes! Yes! scene "scenes/anarchist/OnARollBrag09.vcd" //Woooo! scene "scenes/anarchist/OnARollBrag10.vcd" //You're all gonna die! scene "scenes/anarchist/OnARollBrag11.vcd" //This is all going to plan scene "scenes/anarchist/OnARollBrag13.vcd" //You can't tame this beast scene "scenes/anarchist/OnARollBrag14.vcd" //Like shooting fish in a barrel scene "scenes/anarchist/OnARollBrag15.vcd" //We got your number } Rule OnARollBraganarchist { criteria TLK_OnARollBrag Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response OnARollBraganarchist } Response OneEnemyLeftanarchist { scene "scenes/anarchist/OneEnemyLeft01.vcd" //One man left scene "scenes/anarchist/OneEnemyLeft02.vcd" //Only one man left scene "scenes/anarchist/OneEnemyLeft03.vcd" //Still got one guy out there scene "scenes/anarchist/OneEnemyLeft07.vcd" //Let's get that last guy scene "scenes/anarchist/OneEnemyLeft10.vcd" //Come on, let's get the last guy } Rule OneEnemyLeftanarchist { criteria TLK_OneEnemyLeft Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response OneEnemyLeftanarchist } Response OnMyWayanarchist { scene "scenes/anarchist/OnMyWay01.vcd" //I'm on my way scene "scenes/anarchist/OnMyWay02.vcd" //On my way scene "scenes/anarchist/OnMyWay03.vcd" //Heading over scene "scenes/anarchist/OnMyWay04.vcd" //Heading that way } Rule OnMyWayanarchist { criteria TLK_OnMyWay Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response OnMyWayanarchist } Response PepTalkScaredanarchist { scene "scenes/anarchist/OnARollBrag06.vcd" //We are doing this! scene "scenes/anarchist/OnARollBrag12.vcd" //We got this, we got this scene "scenes/anarchist/PepTalk01.vcd" //Let's go guys, let's go scene "scenes/anarchist/PepTalk06.vcd" //Don't give up scene "scenes/anarchist/PepTalk10.vcd" //Come on little girls, let's go } Rule PepTalkScaredanarchist { criteria TLK_ScaredEmote Isanarchist IsEarlyInRound IsTalkanarchist NotSaidPepTalkScaredanarchist ApplyContext "Talkanarchist:1:1,SaidPepTalkScaredanarchist:1:15" applycontexttoworld Response PepTalkScaredanarchist } Response PinnedDownanarchist { scene "scenes/anarchist/PinnedDown01.vcd" //I'm pinned scene "scenes/anarchist/PinnedDown02.vcd" //I'm under fire scene "scenes/anarchist/PinnedDown03.vcd" //They've got me pinned scene "scenes/anarchist/PinnedDown04.vcd" //Help! Pinned } Rule PinnedDownanarchist { criteria TLK_PinnedDown Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response PinnedDownanarchist } Response PreventEscapeBraganarchist { scene "scenes/anarchist/PreventEscapeBrag01.vcd" //These are our hostages scene "scenes/anarchist/PreventEscapeBrag02.vcd" //That's right, we got 'em back scene "scenes/anarchist/PreventEscapeBrag03.vcd" //These are our guys scene "scenes/anarchist/PreventEscapeBrag04.vcd" //Come back withe me little guy scene "scenes/anarchist/PreventEscapeBrag05.vcd" //Where did you think you were going? } Rule PreventEscapeBraganarchist { criteria TLK_PreventEscapeBrag Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response PreventEscapeBraganarchist } Response Radio.Affirmitiveanarchist { scene "scenes/anarchist/Affirmative01.vcd" //Yes scene "scenes/anarchist/Affirmative02.vcd" //Yeah, sure scene "scenes/anarchist/Affirmative03.vcd" //Yep } Rule Radio.Affirmitiveanarchist { criteria TLK_Radio.Affirmitive Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Radio.Affirmitiveanarchist } Response Radio.Cheeranarchist { scene "scenes/anarchist/OnARollBrag01.vcd" //Yes! scene "scenes/anarchist/OnARollBrag02.vcd" //We are kicking butt scene "scenes/anarchist/OnARollBrag03.vcd" //I'm not scared of anyone scene "scenes/anarchist/OnARollBrag04.vcd" //The world is ours scene "scenes/anarchist/OnARollBrag05.vcd" //There ya go. There ya go. scene "scenes/anarchist/OnARollBrag07.vcd" //No one's stopping us scene "scenes/anarchist/OnARollBrag08.vcd" //Yes! Yes! Yes! scene "scenes/anarchist/OnARollBrag09.vcd" //Woooo! scene "scenes/anarchist/OnARollBrag10.vcd" //You're all gonna die! scene "scenes/anarchist/OnARollBrag11.vcd" //This is all going to plan scene "scenes/anarchist/OnARollBrag13.vcd" //You can't tame this beast scene "scenes/anarchist/OnARollBrag14.vcd" //Like shooting fish in a barrel scene "scenes/anarchist/OnARollBrag15.vcd" //We got your number scene "scenes/anarchist/PreventEscapeBrag01.vcd" //These are our hostages scene "scenes/anarchist/PreventEscapeBrag02.vcd" //That's right, we got 'em back scene "scenes/anarchist/PreventEscapeBrag03.vcd" //These are our guys scene "scenes/anarchist/PreventEscapeBrag04.vcd" //Come back withe me little guy scene "scenes/anarchist/PreventEscapeBrag05.vcd" //Where did you think you were going? } Rule Radio.Cheeranarchist { criteria TLK_Radio.Cheer Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Radio.Cheeranarchist } Response Radio.Complimentanarchist { scene "scenes/anarchist/OnARollBrag01.vcd" //Yes! scene "scenes/anarchist/OnARollBrag02.vcd" //We are kicking butt scene "scenes/anarchist/OnARollBrag03.vcd" //I'm not scared of anyone scene "scenes/anarchist/OnARollBrag04.vcd" //The world is ours scene "scenes/anarchist/OnARollBrag05.vcd" //There ya go. There ya go. scene "scenes/anarchist/OnARollBrag07.vcd" //No one's stopping us scene "scenes/anarchist/OnARollBrag08.vcd" //Yes! Yes! Yes! scene "scenes/anarchist/OnARollBrag09.vcd" //Woooo! scene "scenes/anarchist/OnARollBrag10.vcd" //You're all gonna die! scene "scenes/anarchist/OnARollBrag11.vcd" //This is all going to plan scene "scenes/anarchist/OnARollBrag13.vcd" //You can't tame this beast scene "scenes/anarchist/OnARollBrag14.vcd" //Like shooting fish in a barrel scene "scenes/anarchist/OnARollBrag15.vcd" //We got your number } Rule Radio.Complimentanarchist { criteria TLK_Radio.Compliment Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Radio.Complimentanarchist } Response Radio.CoverMeanarchist { scene "scenes/anarchist/CoverMe01.vcd" //Cover me scene "scenes/anarchist/CoverMe02.vcd" //Watch my back scene "scenes/anarchist/CoverMe03.vcd" //Hey, cover me } Rule Radio.CoverMeanarchist { criteria TLK_Radio.CoverMe Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Radio.CoverMeanarchist } Response Radio.Decoyanarchist { scene "scenes/anarchist/t_decoy01.vcd" //Decoy! scene "scenes/anarchist/t_decoy02.vcd" //Decoy's out scene "scenes/anarchist/t_decoy03.vcd" //Throwing a decoy } Rule Radio.Decoyanarchist { criteria TLK_Radio.Decoy Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Radio.Decoyanarchist } Response Radio.EnemyDownanarchist { scene "scenes/anarchist/EnemyDown01.vcd" //He's down scene "scenes/anarchist/EnemyDown03.vcd" //Got 'em scene "scenes/anarchist/EnemyDown09.vcd" //Ha, got him scene "scenes/anarchist/EnemyDown11.vcd" //Dude scene "scenes/anarchist/EnemyDown12.vcd" //Popped him } Rule Radio.EnemyDownanarchist { criteria TLK_Radio.EnemyDown Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Radio.EnemyDownanarchist } Response Radio.EnemySpottedanarchist { scene "scenes/anarchist/Radio_EnemySpotted01.vcd" //There's one scene "scenes/anarchist/Radio_EnemySpotted02.vcd" //I see them scene "scenes/anarchist/Radio_EnemySpotted03.vcd" //I can see them scene "scenes/anarchist/Radio_EnemySpotted04.vcd" //I see the man scene "scenes/anarchist/Radio_EnemySpotted06.vcd" //Enemy spotted scene "scenes/anarchist/Radio_EnemySpotted07.vcd" //Get ready I see 'em } Rule Radio.EnemySpottedanarchist { criteria TLK_Radio.EnemySpotted Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Radio.EnemySpottedanarchist } Response Radio.FireInTheHoleanarchist { scene "scenes/anarchist/t_grenade01.vcd" //Grenade! scene "scenes/anarchist/t_grenade02.vcd" //I'm throwing a grenade. scene "scenes/anarchist/t_grenade03.vcd" //Fire in the hole } Rule Radio.FireInTheHoleanarchist { criteria TLK_Radio.FireInTheHole Isanarchist IsTalkanarchist IsNottraining1 ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Radio.FireInTheHoleanarchist } Response Radio.Flashbanganarchist { scene "scenes/anarchist/t_flashbang01.vcd" //Flashbang scene "scenes/anarchist/t_flashbang02.vcd" //Throwing a Flashbang scene "scenes/anarchist/t_flashbang03.vcd" //I'm throwing a Flashbang } Rule Radio.Flashbanganarchist { criteria TLK_Radio.Flashbang Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Radio.Flashbanganarchist } Response Radio.FollowMeanarchist { scene "scenes/anarchist/Radio_FollowMe01.vcd" //This way scene "scenes/anarchist/Radio_FollowMe02.vcd" //Follow me scene "scenes/anarchist/Radio_FollowMe03.vcd" //Come on, let's go scene "scenes/anarchist/Radio_FollowMe04.vcd" //I'll lead scene "scenes/anarchist/Radio_FollowMe05.vcd" //Come on this way } Rule Radio.FollowMeanarchist { criteria TLK_Radio.FollowMe Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Radio.FollowMeanarchist } Response Radio.GetInPositionanarchist { scene "scenes/anarchist/Thanks01.vcd" //Thanks scene "scenes/anarchist/Thanks02.vcd" //Thanks dude scene "scenes/anarchist/Thanks03.vcd" //Thanks man } Rule Radio.GetInPositionanarchist { criteria TLK_Radio.GetInPosition Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Radio.GetInPositionanarchist } Response Radio.GetOutOfThereanarchist { scene "scenes/anarchist/radio_letsgo08.vcd" //We gotta move guys scene "scenes/anarchist/radio_letsgo09.vcd" //Let's go! Let's go! } Rule Radio.GetOutOfThereanarchist { criteria TLK_Radio.GetOutOfThere Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Radio.GetOutOfThereanarchist } Response Radio.GoGoGoanarchist { scene "scenes/anarchist/radio_letsgo01.vcd" //Go go go! scene "scenes/anarchist/radio_letsgo02.vcd" //Let's go! scene "scenes/anarchist/radio_letsgo03.vcd" //Move it! Move it! scene "scenes/anarchist/radio_letsgo04.vcd" //Come on, let's go scene "scenes/anarchist/radio_letsgo06.vcd" //Come on, come on, let's go scene "scenes/anarchist/radio_letsgo07.vcd" //Let's go! scene "scenes/anarchist/radio_letsgo08.vcd" //We gotta move guys scene "scenes/anarchist/radio_letsgo09.vcd" //Let's go! Let's go! scene "scenes/anarchist/radio_letsgo10.vcd" //Let's go guys. } Rule Radio.GoGoGoanarchist { criteria TLK_Radio.GoGoGo Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Radio.GoGoGoanarchist } Response Radio.HoldPositionanarchist { scene "scenes/anarchist/RadioBotHold04.vcd" //Hold here } Rule Radio.HoldPositionanarchist { criteria TLK_Radio.HoldPosition Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Radio.HoldPositionanarchist } Response Radio.InPositionanarchist { scene "scenes/anarchist/InPosition01.vcd" //I'm in position scene "scenes/anarchist/InPosition01.vcd" //I'm in position scene "scenes/anarchist/InPosition02.vcd" //I'm ready scene "scenes/anarchist/InPosition02.vcd" //I'm ready scene "scenes/anarchist/InPosition03.vcd" //I'm prepared scene "scenes/anarchist/InPosition03.vcd" //I'm prepared } Rule Radio.InPositionanarchist { criteria TLK_Radio.InPosition Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Radio.InPositionanarchist } Response radio.letsgoanarchist { scene "scenes/anarchist/radio_letsgo01.vcd" //Go go go! scene "scenes/anarchist/radio_letsgo02.vcd" //Let's go! scene "scenes/anarchist/radio_letsgo03.vcd" //Move it! Move it! scene "scenes/anarchist/radio_letsgo04.vcd" //Come on, let's go scene "scenes/anarchist/radio_letsgo06.vcd" //Come on, come on, let's go scene "scenes/anarchist/radio_letsgo07.vcd" //Let's go! scene "scenes/anarchist/radio_letsgo08.vcd" //We gotta move guys scene "scenes/anarchist/radio_letsgo09.vcd" //Let's go! Let's go! scene "scenes/anarchist/radio_letsgo10.vcd" //Let's go guys. } Rule radio.letsgoanarchist { criteria TLK_radio.letsgo Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response radio.letsgoanarchist } Response radio.locknloadanarchist { scene "scenes/anarchist/radio_locknload01.vcd" //Let's go kick some butt scene "scenes/anarchist/radio_locknload02.vcd" //I know how much you hate them, so let's do this scene "scenes/anarchist/radio_locknload03.vcd" //Let's show them we mean business scene "scenes/anarchist/radio_locknload04.vcd" //Let's teach 'em a lesson scene "scenes/anarchist/radio_locknload05.vcd" //You guys ready for this? scene "scenes/anarchist/radio_locknload06.vcd" //Ready? This is going to be gnarly scene "scenes/anarchist/radio_locknload07.vcd" //The time for talk's over - let's do this. scene "scenes/anarchist/radio_locknload08.vcd" //This still seems like a good idea, right guys? scene "scenes/anarchist/radio_locknload09.vcd" //Remember, keep the hostages safe } Rule radio.locknloadanarchist { criteria TLK_radio.locknload Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response radio.locknloadanarchist } Response Radio.Molotovanarchist { scene "scenes/anarchist/t_molotov01.vcd" //Molotov! scene "scenes/anarchist/t_molotov02.vcd" //Throwing fire. scene "scenes/anarchist/t_molotov03.vcd" //I'm throwing fire scene "scenes/anarchist/t_molotov04.vcd" //Throwing fire scene "scenes/anarchist/t_molotov05.vcd" //Burn! scene "scenes/anarchist/t_molotov06.vcd" //Fire! scene "scenes/anarchist/t_molotov07.vcd" //Let's burn it all down scene "scenes/anarchist/t_molotov08.vcd" //Burning it all down } Rule Radio.Molotovanarchist { criteria TLK_Radio.Molotov Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Radio.Molotovanarchist } Response Radio.NeedBackupanarchist { scene "scenes/anarchist/Radio_NeedBackup01.vcd" //Need more guys! scene "scenes/anarchist/Radio_NeedBackup02.vcd" //Where is everyone! scene "scenes/anarchist/Radio_NeedBackup03.vcd" //I'm gettin' overrun scene "scenes/anarchist/Radio_NeedBackup04.vcd" //I need help! Help! } Rule Radio.NeedBackupanarchist { criteria TLK_Radio.NeedBackup Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Radio.NeedBackupanarchist } Response Radio.Negativeanarchist { scene "scenes/anarchist/Negative01.vcd" //Negative scene "scenes/anarchist/Negative02.vcd" //Not gonna happen scene "scenes/anarchist/Negative03.vcd" //That's a bad idea scene "scenes/anarchist/Negative04.vcd" //Uh uh scene "scenes/anarchist/NegativeNo04.vcd" //No way scene "scenes/anarchist/NegativeNo05.vcd" //Yeah, no } Rule Radio.Negativeanarchist { criteria TLK_Radio.Negative Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Radio.Negativeanarchist } Response Radio.Regroupanarchist { scene "scenes/anarchist/RadioBotRegroup01.vcd" //Stick together scene "scenes/anarchist/RadioBotRegroup02.vcd" //Stay together scene "scenes/anarchist/RadioBotRegroup03.vcd" //Don't spit up } Rule Radio.Regroupanarchist { criteria TLK_Radio.Regroup Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Radio.Regroupanarchist } Response Radio.ReportingInanarchist { scene "scenes/anarchist/ReportingIn01.vcd" //I'm here scene "scenes/anarchist/ReportingIn02.vcd" //Here scene "scenes/anarchist/ReportingIn03.vcd" //What's up? } Rule Radio.ReportingInanarchist { criteria TLK_Radio.ReportingIn Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Radio.ReportingInanarchist } Response Radio.ReportInTeamanarchist { scene "scenes/anarchist/RequestReport01.vcd" //What's happening? scene "scenes/anarchist/RequestReport02.vcd" //What do you see? scene "scenes/anarchist/RequestReport03.vcd" //Hey, check in scene "scenes/anarchist/RequestReport04.vcd" //Are you there? } Rule Radio.ReportInTeamanarchist { criteria TLK_Radio.ReportInTeam Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Radio.ReportInTeamanarchist } Response Radio.Rogeranarchist { scene "scenes/anarchist/Affirmative01.vcd" //Yes scene "scenes/anarchist/Agree02.vcd" //Yeah yeah yeah } Rule Radio.Rogeranarchist { criteria TLK_Radio.Roger Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Radio.Rogeranarchist } Response Radio.SectorClearanarchist { scene "scenes/anarchist/ClearedArea01.vcd" //This place is empty scene "scenes/anarchist/ClearedArea02.vcd" //They're not here scene "scenes/anarchist/ClearedArea03.vcd" //Nope, not here } Rule Radio.SectorClearanarchist { criteria TLK_Radio.SectorClear Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Radio.SectorClearanarchist } Response Radio.Smokeanarchist { scene "scenes/anarchist/t_smoke01.vcd" //Smoke! scene "scenes/anarchist/t_smoke02.vcd" //I'm throwing smoke. scene "scenes/anarchist/t_smoke03.vcd" //Smoke! } Rule Radio.Smokeanarchist { criteria TLK_Radio.Smoke Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Radio.Smokeanarchist } Response Radio.StickTogetheranarchist { scene "scenes/anarchist/RadioBotRegroup01.vcd" //Stick together } Rule Radio.StickTogetheranarchist { criteria TLK_Radio.StickTogether Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Radio.StickTogetheranarchist } Response radio.takingfireanarchist { scene "scenes/anarchist/Radio_TakingFire01.vcd" //I'm under fire scene "scenes/anarchist/Radio_TakingFire02.vcd" //I found em! scene "scenes/anarchist/Radio_TakingFire03.vcd" //They're shooting at me scene "scenes/anarchist/Radio_TakingFire04.vcd" //They're firing at me scene "scenes/anarchist/Radio_TakingFire05.vcd" //I'm taking fire scene "scenes/anarchist/Radio_TakingFire06.vcd" //Crap. They're shooting at me scene "scenes/anarchist/Radio_TakingFire07.vcd" //Under fire scene "scenes/anarchist/Radio_TakingFire08.vcd" //They're trying to kill me scene "scenes/anarchist/Radio_TakingFire09.vcd" //Gettin' shot at! } Rule radio.takingfireanarchist { criteria TLK_radio.takingfire Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response radio.takingfireanarchist } Response Radio.TeamFallBackanarchist { scene "scenes/anarchist/RadioBotFallBack01.vcd" //Get back! scene "scenes/anarchist/RadioBotFallBack02.vcd" //Back! Back! scene "scenes/anarchist/RadioBotFallBack04.vcd" //Move back, move back } Rule Radio.TeamFallBackanarchist { criteria TLK_Radio.TeamFallBack Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Radio.TeamFallBackanarchist } Response Radio.Thanksanarchist { scene "scenes/anarchist/Thanks01.vcd" //Thanks scene "scenes/anarchist/Thanks02.vcd" //Thanks dude scene "scenes/anarchist/Thanks03.vcd" //Thanks man } Rule Radio.Thanksanarchist { criteria TLK_Radio.Thanks Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Radio.Thanksanarchist } Response Radio.YouTakeThePointanarchist { scene "scenes/anarchist/FollowingFriend01.vcd" //You lead the way scene "scenes/anarchist/FollowingFriend02.vcd" //I'll follow you scene "scenes/anarchist/FollowingFriend03.vcd" //Go ahead, I'll follow scene "scenes/anarchist/FollowingFriend04.vcd" //Lead the way scene "scenes/anarchist/FollowingFriend05.vcd" //You lead scene "scenes/anarchist/FollowingFriend06.vcd" //Go ahead lead } Rule Radio.YouTakeThePointanarchist { criteria TLK_Radio.YouTakeThePoint Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Radio.YouTakeThePointanarchist } Response ReportingInanarchist { scene "scenes/anarchist/ReportingIn01.vcd" //I'm here scene "scenes/anarchist/ReportingIn02.vcd" //Here scene "scenes/anarchist/ReportingIn03.vcd" //What's up? } Rule ReportingInanarchist { criteria TLK_ReportingIn Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response ReportingInanarchist } Response RequestReportanarchist { scene "scenes/anarchist/RequestReport01.vcd" //What's happening? scene "scenes/anarchist/RequestReport02.vcd" //What do you see? scene "scenes/anarchist/RequestReport03.vcd" //Hey, check in scene "scenes/anarchist/RequestReport04.vcd" //Are you there? } Rule RequestReportanarchist { criteria TLK_RequestReport Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response RequestReportanarchist } Response ScaredEmoteanarchist { scene "scenes/anarchist/ScaredEmote01.vcd" //This is not going well scene "scenes/anarchist/ScaredEmote02.vcd" //Oh man, oh man, oh man scene "scenes/anarchist/ScaredEmote03.vcd" //This sucks scene "scenes/anarchist/ScaredEmote04.vcd" //Ah man, I don't wanna die scene "scenes/anarchist/ScaredEmote05.vcd" //We gotta pull together scene "scenes/anarchist/ScaredEmote06.vcd" //You're going to be okay, you're going to be okay scene "scenes/anarchist/ScaredEmote07.vcd" //This bites scene "scenes/anarchist/ScaredEmote08.vcd" //Oh come on scene "scenes/anarchist/ScaredEmote09.vcd" //I am not ready for this scene "scenes/anarchist/ScaredEmote10.vcd" //Ahh dude } Rule ScaredEmoteanarchist { criteria TLK_ScaredEmote Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response ScaredEmoteanarchist } Response SniperKilledanarchist { scene "scenes/anarchist/SniperKilled01.vcd" //Sniper's down scene "scenes/anarchist/SniperKilled02.vcd" //Sniper's dead scene "scenes/anarchist/SniperKilled03.vcd" //Sniper's down, Sniper's down } Rule SniperKilledanarchist { criteria TLK_SniperKilled Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response SniperKilledanarchist } Response SniperWarninganarchist { scene "scenes/anarchist/SniperWarning01.vcd" //Sniper! scene "scenes/anarchist/SniperWarning02.vcd" //Watch out, sniper! scene "scenes/anarchist/SniperWarning03.vcd" //Sniper! } Rule SniperWarninganarchist { criteria TLK_SniperWarning Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response SniperWarninganarchist } Response ThreeEnemiesLeftanarchist { scene "scenes/anarchist/ThreeEnemiesLeft01.vcd" //Three left scene "scenes/anarchist/ThreeEnemiesLeft02.vcd" //That makes three left scene "scenes/anarchist/ThreeEnemiesLeft05.vcd" //Three dudes left } Rule ThreeEnemiesLeftanarchist { criteria TLK_ThreeEnemiesLeft Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response ThreeEnemiesLeftanarchist } Response TwoEnemiesLeftanarchist { scene "scenes/anarchist/TwoEnemiesLeft01.vcd" //They are down to two scene "scenes/anarchist/TwoEnemiesLeft02.vcd" //Only two men left scene "scenes/anarchist/TwoEnemiesLeft03.vcd" //Two men left scene "scenes/anarchist/TwoEnemiesLeft04.vcd" //That makes two left scene "scenes/anarchist/TwoEnemiesLeft05.vcd" //That makes two } Rule TwoEnemiesLeftanarchist { criteria TLK_TwoEnemiesLeft Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response TwoEnemiesLeftanarchist } Response WaitingHereanarchist { scene "scenes/anarchist/WaitingHere01.vcd" //I'm waiting here scene "scenes/anarchist/WaitingHere02.vcd" //I'll wait here scene "scenes/anarchist/WaitingHere03.vcd" //I'll stay here scene "scenes/anarchist/WaitingHere04.vcd" //I'll camp here } Rule WaitingHereanarchist { criteria TLK_WaitingHere Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response WaitingHereanarchist } Response WonRoundanarchist { scene "scenes/anarchist/RadioBotEndSolid01.vcd" //We got it! scene "scenes/anarchist/RadioBotEndSolid02.vcd" //That's one for our side scene "scenes/anarchist/RadioBotEndSolid03.vcd" //They're gonna remember today scene "scenes/anarchist/RadioBotEndSolid04.vcd" //It is over scene "scenes/anarchist/RadioBotEndSolid06.vcd" //Duude! } Rule WonRoundanarchist { criteria TLK_WonRound Isanarchist IsTalkanarchist NotSaidRoundEndanarchist ApplyContext "Talkanarchist:1:1,SaidRoundEndanarchist:1:10" applycontexttoworld Response WonRoundanarchist } Response WonRoundCleananarchist { scene "scenes/anarchist/RadioBotEndClean01.vcd" //That was fun! That was fun! scene "scenes/anarchist/RadioBotEndClean03.vcd" //Everybody good? Everybody's good. scene "scenes/anarchist/RadioBotEndClean04.vcd" //They're all dead! scene "scenes/anarchist/RadioBotEndClean06.vcd" //The freaking plan worked scene "scenes/anarchist/RadioBotEndClean09.vcd" //I am amped } Rule WonRoundCleananarchist { criteria TLK_WonRoundClean Isanarchist IsAllAlive IsTalkanarchist ApplyContext "Talkanarchist:1:1,SaidRoundEndanarchist:1:10" applycontexttoworld Response WonRoundCleananarchist } Response WonRoundQuicklyanarchist { scene "scenes/anarchist/RadioBotEndClean01.vcd" //That was fun! That was fun! scene "scenes/anarchist/RadioBotEndClean02.vcd" //We showed them who's in charge. scene "scenes/anarchist/RadioBotEndClean03.vcd" //Everybody good? Everybody's good. scene "scenes/anarchist/RadioBotEndClean05.vcd" //We got it, we got it! scene "scenes/anarchist/RadioBotEndClean06.vcd" //The freaking plan worked scene "scenes/anarchist/RadioBotEndClean07.vcd" //We bum rushed em scene "scenes/anarchist/RadioBotEndClean08.vcd" //That was awesome! scene "scenes/anarchist/RadioBotEndSolid05.vcd" //We rocked 'em } Rule WonRoundQuicklyanarchist { criteria TLK_WonRoundQuickly Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1,SaidRoundEndanarchist:1:10" applycontexttoworld Response WonRoundQuicklyanarchist } Rule AgreeWithPlananarchist { criteria TLK_AgreeWithPlan Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Agreeanarchist } Rule FollowingCommanderanarchist { criteria TLK_FollowingCommander Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response FollowingFriendanarchist } Rule FollowingSiranarchist { criteria TLK_FollowingSir Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response FollowingFriendanarchist } Rule NiceShotCommanderanarchist { criteria TLK_NiceShotCommander Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response NiceShotanarchist } Rule NiceShotSiranarchist { criteria TLK_NiceShotSir Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response NiceShotanarchist } Rule ThrillEmoteanarchist { criteria TLK_ThrillEmote Isanarchist IsTalkanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response OnARollBraganarchist } Rule EnemySpottedanarchist { criteria TLK_EnemySpotted Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response Radio.EnemySpottedanarchist } Rule radio.goanarchist { criteria TLK_radio.go Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response radio.letsgoanarchist } Rule radio.moveoutanarchist { criteria TLK_radio.moveout Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response radio.locknloadanarchist } Rule Radio.ReportInTeamanarchist { criteria TLK_Radio.ReportInTeam Isanarchist IsTalkanarchist ApplyContext "Talkanarchist:1:1" applycontexttoworld Response RequestReportanarchist }