//-------------------------------------------------------------------------------------------------------------- // balkan Response Rule File //-------------------------------------------------------------------------------------------------------------- Criterion "NotSaidHelpbalkan" "worldSaidHelpbalkan" "!=1" "required" weight 0 Criterion "NotSaidPepTalkScaredbalkan" "worldSaidPepTalkScaredbalkan" "!=1" "required" weight 0 Criterion "NotSaidRoundEndbalkan" "worldSaidRoundEndbalkan" "!=1" "required" //Auto-generated blank response for padding out InfoRemarkables Response _PlayerInfoRemarkableBlankbalkan { speak "balkan_Blank" noscene //Blank } //-------------------------------------------------------------------------------------------------------------- // Radio //-------------------------------------------------------------------------------------------------------------- Response Affirmativebalkan { scene "scenes/balkan/Affirmative01.vcd" //Yes scene "scenes/balkan/Affirmative02.vcd" //Affirmative scene "scenes/balkan/Affirmative03.vcd" //Yes } Rule Affirmativebalkan { criteria TLK_Affirmative Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Affirmativebalkan } Response Agreebalkan { scene "scenes/balkan/Agree01.vcd" //Agreed scene "scenes/balkan/Agree02.vcd" //I agree scene "scenes/balkan/Agree03.vcd" //Of course scene "scenes/balkan/Agree04.vcd" //Of course, Of course scene "scenes/balkan/Agree05.vcd" //Why yes scene "scenes/balkan/Agree06.vcd" //But of course } Rule Agreebalkan { criteria TLK_Agree Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Agreebalkan } Response Blindedbalkan { scene "scenes/balkan/Blinded01.vcd" //I can't see scene "scenes/balkan/Blinded02.vcd" //Blinded! scene "scenes/balkan/Blinded03.vcd" //Cannot see } Rule Blindedbalkan { criteria TLK_Blinded Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Blindedbalkan } Response Clearbalkan { scene "scenes/balkan/Clear01.vcd" //All clear scene "scenes/balkan/Clear02.vcd" //Clear scene "scenes/balkan/Clear03.vcd" //Clear } Rule Clearbalkan { criteria TLK_Clear Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Clearbalkan } Response ClearedAreabalkan { scene "scenes/balkan/ClearedArea01.vcd" //No one is here scene "scenes/balkan/ClearedArea02.vcd" //This area is clear scene "scenes/balkan/ClearedArea03.vcd" //They are not here } Rule ClearedAreabalkan { criteria TLK_ClearedArea Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response ClearedAreabalkan } Response CoveringFriendbalkan { scene "scenes/balkan/CoveringFriend01.vcd" //I have your back scene "scenes/balkan/CoveringFriend02.vcd" //I'll cover you scene "scenes/balkan/CoveringFriend03.vcd" //I'm covering you scene "scenes/balkan/CoveringFriend04.vcd" //You're covered } Rule CoveringFriendbalkan { criteria TLK_CoveringFriend Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response CoveringFriendbalkan } Response DeathCrybalkan { scene "scenes/balkan/t_death01.vcd" //Ahhhh! scene "scenes/balkan/t_death02.vcd" //(exhale) scene "scenes/balkan/t_death03.vcd" //Ohhhh scene "scenes/balkan/t_death04.vcd" //(exhale) } Rule DeathCrybalkan { criteria TLK_DeathCry Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response DeathCrybalkan } Response DefendingBombsiteAbalkan { scene "scenes/balkan/DefendingBombsiteA01.vcd" //Covering bombsite A scene "scenes/balkan/DefendingBombsiteA02.vcd" //Staying at bombsite A scene "scenes/balkan/DefendingBombsiteA03.vcd" //Guarding A } Rule DefendingBombsiteAbalkan { criteria TLK_DefendingBombsite Isbalkan IsTalkbalkan IsBombSiteA ApplyContext "Talkbalkan:1:1" applycontexttoworld Response DefendingBombsiteAbalkan } Response DefendingBombsiteBbalkan { scene "scenes/balkan/DefendingBombsiteB01.vcd" //Watching bombsite B scene "scenes/balkan/DefendingBombsiteB02.vcd" //Covering bombsite B scene "scenes/balkan/DefendingBombsiteB03.vcd" //Staying at bombsite B scene "scenes/balkan/DefendingBombsiteB04.vcd" //Guarding B } Rule DefendingBombsiteBbalkan { criteria TLK_DefendingBombsite Isbalkan IsTalkbalkan IsBombSiteB ApplyContext "Talkbalkan:1:1" applycontexttoworld Response DefendingBombsiteBbalkan } Response Disagreebalkan { scene "scenes/balkan/Disagree01.vcd" //No scene "scenes/balkan/Disagree02.vcd" //I disagree scene "scenes/balkan/Disagree03.vcd" //I would not agree scene "scenes/balkan/Disagree04.vcd" //That is not right scene "scenes/balkan/Disagree05.vcd" //I disagree scene "scenes/balkan/Disagree06.vcd" //That is not correct } Rule Disagreebalkan { criteria TLK_Disagree Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Disagreebalkan } Response EnemyDownbalkan { scene "scenes/balkan/EnemyDown01.vcd" //He's down scene "scenes/balkan/EnemyDown02.vcd" //I got one scene "scenes/balkan/EnemyDown03.vcd" //Got 'em scene "scenes/balkan/EnemyDown04.vcd" //Yes! scene "scenes/balkan/EnemyDown05.vcd" //I got 'em scene "scenes/balkan/EnemyDown06.vcd" //I hit him! scene "scenes/balkan/EnemyDown07.vcd" //Take that scene "scenes/balkan/EnemyDown08.vcd" //Dead scene "scenes/balkan/EnemyDown09.vcd" //Eat lead! } Rule EnemyDownbalkan { criteria TLK_EnemyDown Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response EnemyDownbalkan } Response FollowingFriendbalkan { scene "scenes/balkan/FollowingFriend01.vcd" //You lead the way scene "scenes/balkan/FollowingFriend02.vcd" //I am with you scene "scenes/balkan/FollowingFriend03.vcd" //Go, I'm with you scene "scenes/balkan/FollowingFriend04.vcd" //Lead the way scene "scenes/balkan/FollowingFriend05.vcd" //You lead scene "scenes/balkan/FollowingFriend06.vcd" //Lead the way scene "scenes/balkan/FollowingFriend07.vcd" //I'm with you } Rule FollowingFriendbalkan { criteria TLK_FollowingFriend Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response FollowingFriendbalkan } Response FriendlyFirebalkan { scene "scenes/balkan/FriendlyFire01.vcd" //Do not shoot me scene "scenes/balkan/FriendlyFire02.vcd" //Pay attention to what you are doing. scene "scenes/balkan/FriendlyFire03.vcd" //Stop shooting me scene "scenes/balkan/FriendlyFire04.vcd" //You are shooting me scene "scenes/balkan/FriendlyFire05.vcd" odds 2 //You may stop shooting me now! scene "scenes/balkan/FriendlyFire06.vcd" //Stop! Stop shooting me. } Rule FriendlyFirebalkan { criteria TLK_FriendlyFire Isbalkan IsTalkbalkan IsBDamage ApplyContext "Talkbalkan:1:1" applycontexttoworld Response FriendlyFirebalkan } Response FriendlyFireNoBbalkan { scene "scenes/balkan/FriendlyFire02.vcd" //Pay attention to what you are doing. } Rule FriendlyFireNoBbalkan { criteria TLK_FriendlyFire Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response FriendlyFireNoBbalkan } Response GoingToGuardHostageEscapeZonebalkan { scene "scenes/balkan/GoingToGuardHostageEscapeZone01.vcd" //I'll guard their escape scene "scenes/balkan/GoingToGuardHostageEscapeZone02.vcd" //I'm heading to their escape area scene "scenes/balkan/GoingToGuardHostageEscapeZone03.vcd" //I'll surprise them at their escape area } Rule GoingToGuardHostageEscapeZonebalkan { criteria TLK_GoingToGuardHostageEscapeZone Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response GoingToGuardHostageEscapeZonebalkan } Response GoingToGuardHostagesbalkan { scene "scenes/balkan/GoingToGuardHostages01.vcd" //Going to guard the hostages scene "scenes/balkan/GoingToGuardHostages02.vcd" //I'll protect hostages scene "scenes/balkan/GoingToGuardHostages03.vcd" //I'll stay with the hostages scene "scenes/balkan/GoingToGuardHostages04.vcd" //Heading to the hostages } Rule GoingToGuardHostagesbalkan { criteria TLK_GoingToGuardHostages Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response GoingToGuardHostagesbalkan } Response GoingToPlantBombbalkan { scene "scenes/balkan/GoingToPlantBomb01.vcd" //I will plant the bomb scene "scenes/balkan/GoingToPlantBomb02.vcd" //Going to plant the bomb scene "scenes/balkan/GoingToPlantBomb03.vcd" //I am going to plant the bomb } Rule GoingToPlantBombbalkan { criteria TLK_GoingToPlantBomb Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response GoingToPlantBombbalkan } Response GoingToPlantBombAbalkan { scene "scenes/balkan/GoingToPlantBombA01.vcd" //Taking the bomb to A scene "scenes/balkan/GoingToPlantBombA02.vcd" //I am going to plant the bomb at A scene "scenes/balkan/GoingToPlantBombA03.vcd" //I am taking the bomb to A } Rule GoingToPlantBombAbalkan { criteria TLK_GoingToPlantBomb Isbalkan IsTalkbalkan IsBombSiteA ApplyContext "Talkbalkan:1:1" applycontexttoworld Response GoingToPlantBombAbalkan } Response GoingToPlantBombBbalkan { scene "scenes/balkan/GoingToPlantBombB01.vcd" //I am going to plant the bomb at B scene "scenes/balkan/GoingToPlantBombB02.vcd" //Taking the bomb to B } Rule GoingToPlantBombBbalkan { criteria TLK_GoingToPlantBomb Isbalkan IsTalkbalkan IsBombSiteB ApplyContext "Talkbalkan:1:1" applycontexttoworld Response GoingToPlantBombBbalkan } Response GuardingHostageEscapeZonebalkan { scene "scenes/balkan/GuardingHostageEscapeZone01.vcd" //I am guarding against their escape scene "scenes/balkan/GuardingHostageEscapeZone02.vcd" //I am blocking their escape scene "scenes/balkan/GuardingHostageEscapeZone03.vcd" //I will guard against their escape } Rule GuardingHostageEscapeZonebalkan { criteria TLK_GuardingHostageEscapeZone Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response GuardingHostageEscapeZonebalkan } Response GuardingHostagesbalkan { scene "scenes/balkan/GuardingHostages01.vcd" //I am at the hostages scene "scenes/balkan/GuardingHostages02.vcd" //I am with the hostages scene "scenes/balkan/GuardingHostages03.vcd" //I am staying with the hostages scene "scenes/balkan/GuardingHostages04.vcd" //The hostages are with me scene "scenes/balkan/GuardingHostages05.vcd" //The hostages will be safe with me } Rule GuardingHostagesbalkan { criteria TLK_GuardingHostages Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response GuardingHostagesbalkan } Response HeardNoisebalkan { scene "scenes/balkan/HeardNoise01.vcd" //Did you hear that? scene "scenes/balkan/HeardNoise02.vcd" //What was that noise? scene "scenes/balkan/HeardNoise03.vcd" //I think I heard something } Rule HeardNoisebalkan { criteria TLK_HeardNoise Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response HeardNoisebalkan } Response helpbalkan { scene "scenes/balkan/help01.vcd" //Help! scene "scenes/balkan/help02.vcd" //I need help scene "scenes/balkan/help03.vcd" //Sorry, need help scene "scenes/balkan/help04.vcd" //ahhh... I need help here } Rule helpbalkan { criteria TLK_help Isbalkan ApplyContext "Talkbalkan:1:1,SaidHelpbalkan:1:3" applycontexttoworld Response helpbalkan } Response HostageDownbalkan { scene "scenes/balkan/HostageDown01.vcd" //A hostage is dead scene "scenes/balkan/HostageDown02.vcd" //We are losing hostages scene "scenes/balkan/HostageDown03.vcd" //Who is shooting the hostages? scene "scenes/balkan/HostageDown04.vcd" //We cannot lose the hostages scene "scenes/balkan/HostageDown05.vcd" //We must not lose any more hostages } Rule HostageDownbalkan { criteria TLK_HostageDown Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response HostageDownbalkan } Response HostagesBeingTakenbalkan { scene "scenes/balkan/HostagesBeingTaken01.vcd" //They are taking our hostages! scene "scenes/balkan/HostagesBeingTaken02.vcd" //They are grabbing our hostages! scene "scenes/balkan/HostagesBeingTaken03.vcd" //They are going to take our hostages scene "scenes/balkan/HostagesBeingTaken04.vcd" //They are at our hostages } Rule HostagesBeingTakenbalkan { criteria TLK_HostagesBeingTaken Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response HostagesBeingTakenbalkan } Response HostagesTakenbalkan { scene "scenes/balkan/HostagesTaken01.vcd" //They have our hostages scene "scenes/balkan/HostagesTaken02.vcd" //We must stop them they have our hostages scene "scenes/balkan/HostagesTaken03.vcd" //They have taken our hostages scene "scenes/balkan/HostagesTaken04.vcd" //They have our hostages } Rule HostagesTakenbalkan { criteria TLK_HostagesTaken Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response HostagesTakenbalkan } Response InCombatbalkan { scene "scenes/balkan/InCombat02.vcd" //Attacking scene "scenes/balkan/InCombat03.vcd" //I'm attacking scene "scenes/balkan/InCombat04.vcd" //I am firing } Rule InCombatbalkan { criteria TLK_InCombat Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response InCombatbalkan } Response KilledFriendbalkan { scene "scenes/balkan/KilledFriend01.vcd" //Stop. You have killed our own. scene "scenes/balkan/KilledFriend02.vcd" //Do not kill our friends scene "scenes/balkan/KilledFriend03.vcd" //What is this maddness!?! } Rule KilledFriendbalkan { criteria TLK_KilledFriend Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response KilledFriendbalkan } Response KilledMyEnemybalkan { scene "scenes/balkan/EnemyDown01.vcd" //He's down scene "scenes/balkan/EnemyDown03.vcd" //Got 'em scene "scenes/balkan/EnemyDown08.vcd" //Dead } Rule KilledMyEnemybalkan { criteria TLK_KilledMyEnemy Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response KilledMyEnemybalkan } Response LastManStandingbalkan { scene "scenes/balkan/LastManStanding01.vcd" //I have won! scene "scenes/balkan/LastManStanding02.vcd" //Remember this day! scene "scenes/balkan/LastManStanding03.vcd" //You did not kill me! scene "scenes/balkan/LastManStanding04.vcd" //I live scene "scenes/balkan/LastManStanding05.vcd" //You will never kill me scene "scenes/balkan/LastManStanding06.vcd" //I am still alive } Rule LastManStandingbalkan { criteria TLK_LastManStanding Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response LastManStandingbalkan } Response LostEnemybalkan { scene "scenes/balkan/LostEnemy01.vcd" //I've lost them scene "scenes/balkan/LostEnemy02.vcd" //They have gotten away scene "scenes/balkan/LostEnemy03.vcd" //I do not see them anymore scene "scenes/balkan/LostEnemy04.vcd" //They have escaped me } Rule LostEnemybalkan { criteria TLK_LostEnemy Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response LostEnemybalkan } Response Map_BackEntrancebalkan { scene "scenes/balkan/tmap_de_dust04.vcd" //Back Entrance scene "scenes/balkan/tmap_de_dust05.vcd" //At the back entrance scene "scenes/balkan/tmap_de_dust06.vcd" //By the back entrance } Rule Map_BackEntrancebalkan { criteria TLK_Map_BackEntrance Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Map_BackEntrancebalkan } Response Map_Catwalkbalkan { scene "scenes/balkan/tmap_cs_source01.vcd" //Catwalk scene "scenes/balkan/tmap_cs_source02.vcd" //Checking the Catwalk scene "scenes/balkan/tmap_cs_source03.vcd" //At Catwalk } Rule Map_Catwalkbalkan { criteria TLK_Map_Catwalk Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Map_Catwalkbalkan } Response Map_CTSpawnbalkan { scene "scenes/balkan/tmap_de_dust07.vcd" //At their entry point scene "scenes/balkan/tmap_de_dust08.vcd" //Checking their entry point scene "scenes/balkan/tmap_de_dust09.vcd" //By where they started } Rule Map_CTSpawnbalkan { criteria TLK_Map_CTSpawn Isbalkan IsTalkbalkan IsNotar_shoots ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Map_CTSpawnbalkan } Response Map_FrontEntrancebalkan { scene "scenes/balkan/tmap_de_dust11.vcd" //At the front scene "scenes/balkan/tmap_de_dust14.vcd" //I'm at the front entrance scene "scenes/balkan/tmap_de_dust15.vcd" //By the front entrance } Rule Map_FrontEntrancebalkan { criteria TLK_Map_FrontEntrance Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Map_FrontEntrancebalkan } Response Map_Middlebalkan { scene "scenes/balkan/tmap_cs_italy01.vcd" //Middle scene "scenes/balkan/tmap_cs_italy02.vcd" //At the Middle scene "scenes/balkan/tmap_cs_italy03.vcd" //I'm in the Middle } Rule Map_Middlebalkan { criteria TLK_Map_Middle Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Map_Middlebalkan } Response Map_SnipersNestbalkan { scene "scenes/balkan/tmap_cs_office01.vcd" //Snipers Nest scene "scenes/balkan/tmap_cs_office02.vcd" //I'm checking that snipers nest scene "scenes/balkan/tmap_cs_office03.vcd" //I'm in the snipers nest } Rule Map_SnipersNestbalkan { criteria TLK_Map_SnipersNest Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Map_SnipersNestbalkan } Response Negativebalkan { scene "scenes/balkan/Negative01.vcd" //Negative scene "scenes/balkan/Negative02.vcd" //No, no, no, no. scene "scenes/balkan/Negative03.vcd" //No scene "scenes/balkan/Negative04.vcd" //Uh uh } Rule Negativebalkan { criteria TLK_Negative Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Negativebalkan } Response NiceShotbalkan { scene "scenes/balkan/NiceShot01.vcd" //Good shot scene "scenes/balkan/NiceShot02.vcd" //Good shooting scene "scenes/balkan/NiceShot03.vcd" //Very good scene "scenes/balkan/NiceShot04.vcd" //Very nice scene "scenes/balkan/NiceShot05.vcd" //Nice shot scene "scenes/balkan/NiceShot06.vcd" //Nice shooting scene "scenes/balkan/NiceShot07.vcd" //Nice shot, Nice shot scene "scenes/balkan/NiceShot08.vcd" //You got him scene "scenes/balkan/NiceShot09.vcd" //Nice! Nice! } Rule NiceShotbalkan { criteria TLK_NiceShot Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response NiceShotbalkan } Response OnARollBragbalkan { scene "scenes/balkan/OnARollBrag01.vcd" //Yes! scene "scenes/balkan/OnARollBrag02.vcd" //We are winning! scene "scenes/balkan/OnARollBrag03.vcd" //yes, Yes, YES! scene "scenes/balkan/OnARollBrag04.vcd" //We are doing this scene "scenes/balkan/OnARollBrag05.vcd" //This is ours scene "scenes/balkan/OnARollBrag08.vcd" //I fear no man! scene "scenes/balkan/OnARollBrag09.vcd" //We shall be victorious scene "scenes/balkan/OnARollBrag10.vcd" //This is our day! scene "scenes/balkan/OnARollBrag11.vcd" //This is our land scene "scenes/balkan/OnARollBrag12.vcd" //Fear us! scene "scenes/balkan/OnARollBrag13.vcd" //Fear us! } Rule OnARollBragbalkan { criteria TLK_OnARollBrag Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response OnARollBragbalkan } Response OneEnemyLeftbalkan { scene "scenes/balkan/OneEnemyLeft03.vcd" //We have one left scene "scenes/balkan/OneEnemyLeft04.vcd" //Only one left scene "scenes/balkan/OneEnemyLeft05.vcd" //1 man left scene "scenes/balkan/OneEnemyLeft06.vcd" //Only 1 man left scene "scenes/balkan/OneEnemyLeft07.vcd" //One man still opposes us scene "scenes/balkan/OneEnemyLeft10.vcd" //One idiot left scene "scenes/balkan/OneEnemyLeft11.vcd" //Ahh, one stinkin' man is left } Rule OneEnemyLeftbalkan { criteria TLK_OneEnemyLeft Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response OneEnemyLeftbalkan } Response OnMyWaybalkan { scene "scenes/balkan/OnMyWay01.vcd" //I'm on my way scene "scenes/balkan/OnMyWay02.vcd" //On my way scene "scenes/balkan/OnMyWay03.vcd" //Heading that way } Rule OnMyWaybalkan { criteria TLK_OnMyWay Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response OnMyWaybalkan } Response PepTalkScaredbalkan { scene "scenes/balkan/PepTalk01.vcd" //We can do this scene "scenes/balkan/PepTalk03.vcd" //Everyone of you is my brother scene "scenes/balkan/PepTalk05.vcd" //We must fight to our last breath scene "scenes/balkan/PepTalk06.vcd" //They must not win } Rule PepTalkScaredbalkan { criteria TLK_ScaredEmote Isbalkan IsEarlyInRound IsTalkbalkan NotSaidPepTalkScaredbalkan ApplyContext "Talkbalkan:1:1,SaidPepTalkScaredbalkan:1:15" applycontexttoworld Response PepTalkScaredbalkan } Response PinnedDownbalkan { scene "scenes/balkan/PinnedDown01.vcd" //I am pinned scene "scenes/balkan/PinnedDown02.vcd" //I'm under fire scene "scenes/balkan/PinnedDown03.vcd" //They have me pinned scene "scenes/balkan/PinnedDown04.vcd" //Help! They have me pinned } Rule PinnedDownbalkan { criteria TLK_PinnedDown Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response PinnedDownbalkan } Response PlantingBombbalkan { scene "scenes/balkan/PlantingBomb01.vcd" //Planting scene "scenes/balkan/PlantingBomb02.vcd" //I am planting the bomb scene "scenes/balkan/PlantingBomb04.vcd" //Activating the bomb } Rule PlantingBombbalkan { criteria TLK_PlantingBomb Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1,SaidBombPlant:1:20" applycontexttoworld Response PlantingBombbalkan } Response PreventEscapeBragbalkan { scene "scenes/balkan/PreventEscapeBrag01.vcd" //These are our hostages scene "scenes/balkan/PreventEscapeBrag02.vcd" //Do not touch our hostages scene "scenes/balkan/PreventEscapeBrag03.vcd" //These men are ours scene "scenes/balkan/PreventEscapeBrag04.vcd" //These are ours } Rule PreventEscapeBragbalkan { criteria TLK_PreventEscapeBrag Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response PreventEscapeBragbalkan } Response Radio.Affirmitivebalkan { scene "scenes/balkan/Affirmative01.vcd" //Yes scene "scenes/balkan/Affirmative02.vcd" //Affirmative scene "scenes/balkan/Affirmative03.vcd" //Yes } Rule Radio.Affirmitivebalkan { criteria TLK_Radio.Affirmitive Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Radio.Affirmitivebalkan } Response Radio.Cheerbalkan { scene "scenes/balkan/OnARollBrag01.vcd" //Yes! scene "scenes/balkan/OnARollBrag02.vcd" //We are winning! scene "scenes/balkan/OnARollBrag03.vcd" //yes, Yes, YES! scene "scenes/balkan/OnARollBrag04.vcd" //We are doing this scene "scenes/balkan/OnARollBrag05.vcd" //This is ours scene "scenes/balkan/OnARollBrag08.vcd" //I fear no man! scene "scenes/balkan/OnARollBrag09.vcd" //We shall be victorious scene "scenes/balkan/OnARollBrag10.vcd" //This is our day! scene "scenes/balkan/OnARollBrag11.vcd" //This is our land scene "scenes/balkan/OnARollBrag12.vcd" //Fear us! scene "scenes/balkan/OnARollBrag13.vcd" //Fear us! scene "scenes/balkan/PreventEscapeBrag01.vcd" //These are our hostages scene "scenes/balkan/PreventEscapeBrag02.vcd" //Do not touch our hostages scene "scenes/balkan/PreventEscapeBrag03.vcd" //These men are ours scene "scenes/balkan/PreventEscapeBrag04.vcd" //These are ours } Rule Radio.Cheerbalkan { criteria TLK_Radio.Cheer Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Radio.Cheerbalkan } Response Radio.Complimentbalkan { scene "scenes/balkan/OnARollBrag01.vcd" //Yes! scene "scenes/balkan/OnARollBrag02.vcd" //We are winning! scene "scenes/balkan/OnARollBrag03.vcd" //yes, Yes, YES! scene "scenes/balkan/OnARollBrag04.vcd" //We are doing this scene "scenes/balkan/OnARollBrag05.vcd" //This is ours scene "scenes/balkan/OnARollBrag08.vcd" //I fear no man! scene "scenes/balkan/OnARollBrag09.vcd" //We shall be victorious scene "scenes/balkan/OnARollBrag10.vcd" //This is our day! scene "scenes/balkan/OnARollBrag11.vcd" //This is our land scene "scenes/balkan/OnARollBrag12.vcd" //Fear us! scene "scenes/balkan/OnARollBrag13.vcd" //Fear us! } Rule Radio.Complimentbalkan { criteria TLK_Radio.Compliment Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Radio.Complimentbalkan } Response Radio.CoverMebalkan { scene "scenes/balkan/CoverMe01.vcd" //Cover me scene "scenes/balkan/CoverMe02.vcd" //Watch my back scene "scenes/balkan/CoverMe03.vcd" //Cover me } Rule Radio.CoverMebalkan { criteria TLK_Radio.CoverMe Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Radio.CoverMebalkan } Response Radio.Decoybalkan { scene "scenes/balkan/t_decoy01.vcd" //Decoy! scene "scenes/balkan/t_decoy02.vcd" //Decoy's out scene "scenes/balkan/t_decoy03.vcd" //Throwing a decoy } Rule Radio.Decoybalkan { criteria TLK_Radio.Decoy Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Radio.Decoybalkan } Response Radio.EnemyDownbalkan { scene "scenes/balkan/EnemyDown01.vcd" //He's down scene "scenes/balkan/EnemyDown08.vcd" //Dead } Rule Radio.EnemyDownbalkan { criteria TLK_Radio.EnemyDown Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Radio.EnemyDownbalkan } Response Radio.EnemySpottedbalkan { scene "scenes/balkan/Radio_EnemySpotted02.vcd" //I see them scene "scenes/balkan/Radio_EnemySpotted03.vcd" //I can see them scene "scenes/balkan/Radio_EnemySpotted04.vcd" //I see 'em, shall I open fire? scene "scenes/balkan/Radio_EnemySpotted05.vcd" //I see our enemy scene "scenes/balkan/Radio_EnemySpotted06.vcd" //I see the idiots } Rule Radio.EnemySpottedbalkan { criteria TLK_Radio.EnemySpotted Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Radio.EnemySpottedbalkan } Response Radio.FireInTheHolebalkan { scene "scenes/balkan/t_grenade01.vcd" //Grenade! scene "scenes/balkan/t_grenade02.vcd" //I'm throwing a grenade. scene "scenes/balkan/t_grenade04.vcd" //Grenade out! } Rule Radio.FireInTheHolebalkan { criteria TLK_Radio.FireInTheHole Isbalkan IsTalkbalkan IsNottraining1 ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Radio.FireInTheHolebalkan } Response Radio.Flashbangbalkan { scene "scenes/balkan/t_flashbang01.vcd" //Flashbang scene "scenes/balkan/t_flashbang02.vcd" //Throwing a Flashbang scene "scenes/balkan/t_flashbang03.vcd" //I'm throwing a Flashbang } Rule Radio.Flashbangbalkan { criteria TLK_Radio.Flashbang Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Radio.Flashbangbalkan } Response Radio.FollowMebalkan { scene "scenes/balkan/Radio_FollowMe01.vcd" //Follow me scene "scenes/balkan/Radio_FollowMe02.vcd" //This way scene "scenes/balkan/Radio_FollowMe03.vcd" //Let us go this way scene "scenes/balkan/Radio_FollowMe04.vcd" //You. Follow me } Rule Radio.FollowMebalkan { criteria TLK_Radio.FollowMe Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Radio.FollowMebalkan } Response Radio.GetInPositionbalkan { scene "scenes/balkan/Thanks01.vcd" //Thank you scene "scenes/balkan/Thanks02.vcd" //Thank you brother scene "scenes/balkan/Thanks03.vcd" //Thanks scene "scenes/balkan/Thanks04.vcd" //Thanks } Rule Radio.GetInPositionbalkan { criteria TLK_Radio.GetInPosition Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Radio.GetInPositionbalkan } Response Radio.GetOutOfTherebalkan { scene "scenes/balkan/BombTickingDown01.vcd" //It is going to explode! scene "scenes/balkan/BombTickingDown02.vcd" //Justice will be ours scene "scenes/balkan/BombTickingDown03.vcd" //They will not stop our bomb! scene "scenes/balkan/BombTickingDown04.vcd" //The bomb is ticking down! } Rule Radio.GetOutOfTherebalkan { criteria TLK_Radio.GetOutOfThere Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Radio.GetOutOfTherebalkan } Response Radio.GoGoGobalkan { scene "scenes/balkan/radio_letsgo01.vcd" //Go go go! scene "scenes/balkan/radio_letsgo02.vcd" //Let's go! scene "scenes/balkan/radio_letsgo03.vcd" //Move it! Move it! scene "scenes/balkan/radio_letsgo04.vcd" //Forward scene "scenes/balkan/radio_letsgo05.vcd" //Let's go my brothers scene "scenes/balkan/radio_letsgo06.vcd" //Come on, come on, let's go scene "scenes/balkan/radio_letsgo07.vcd" //Let's go scene "scenes/balkan/radio_letsgo09.vcd" //We must move scene "scenes/balkan/radio_letsgo10.vcd" //Let's go! Let's go! scene "scenes/balkan/radio_letsgo11.vcd" //Move my brothers } Rule Radio.GoGoGobalkan { criteria TLK_Radio.GoGoGo Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Radio.GoGoGobalkan } Response Radio.HoldPositionbalkan { scene "scenes/balkan/RadioBotHold01.vcd" //Hold here scene "scenes/balkan/RadioBotHold02.vcd" //Cover this area scene "scenes/balkan/RadioBotHold03.vcd" //Guard this area } Rule Radio.HoldPositionbalkan { criteria TLK_Radio.HoldPosition Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Radio.HoldPositionbalkan } Response Radio.InPositionbalkan { scene "scenes/balkan/InPosition01.vcd" //I'm in position scene "scenes/balkan/InPosition01.vcd" //I'm in position scene "scenes/balkan/InPosition02.vcd" //I'm ready scene "scenes/balkan/InPosition02.vcd" //I'm ready scene "scenes/balkan/InPosition03.vcd" //I'm prepared scene "scenes/balkan/InPosition03.vcd" //I'm prepared } Rule Radio.InPositionbalkan { criteria TLK_Radio.InPosition Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Radio.InPositionbalkan } Response radio.letsgobalkan { scene "scenes/balkan/radio_letsgo01.vcd" //Go go go! scene "scenes/balkan/radio_letsgo02.vcd" //Let's go! scene "scenes/balkan/radio_letsgo03.vcd" //Move it! Move it! scene "scenes/balkan/radio_letsgo04.vcd" //Forward scene "scenes/balkan/radio_letsgo05.vcd" //Let's go my brothers scene "scenes/balkan/radio_letsgo06.vcd" //Come on, come on, let's go scene "scenes/balkan/radio_letsgo08.vcd" //Let's go! scene "scenes/balkan/radio_letsgo09.vcd" //We must move scene "scenes/balkan/radio_letsgo11.vcd" //Move my brothers } Rule radio.letsgobalkan { criteria TLK_radio.letsgo Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response radio.letsgobalkan } Response radio.locknloadbalkan { scene "scenes/balkan/radio_letsgo03.vcd" //Move it! Move it! scene "scenes/balkan/radio_letsgo04.vcd" //Forward scene "scenes/balkan/radio_letsgo07.vcd" //Let's go scene "scenes/balkan/radio_letsgo10.vcd" //Let's go! Let's go! scene "scenes/balkan/radio_locknload01.vcd" //Let us defend our land scene "scenes/balkan/radio_locknload02.vcd" //We must defeat them scene "scenes/balkan/radio_locknload03.vcd" //Let us be safe and swift scene "scenes/balkan/radio_locknload04.vcd" //Take care of yourselves. scene "scenes/balkan/radio_locknload06.vcd" //We will make them regret this day scene "scenes/balkan/radio_locknload07.vcd" //Who here is not ready scene "scenes/balkan/radio_locknload08.vcd" //Now is the time scene "scenes/balkan/radio_locknload10.vcd" //They will rememeber us after today } Rule radio.locknloadbalkan { criteria TLK_radio.locknload Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response radio.locknloadbalkan } Response Radio.Molotovbalkan { scene "scenes/balkan/t_molotov01.vcd" //Molotov! scene "scenes/balkan/t_molotov02.vcd" //Throwing fire. scene "scenes/balkan/t_molotov04.vcd" //Throwing fire } Rule Radio.Molotovbalkan { criteria TLK_Radio.Molotov Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Radio.Molotovbalkan } Response Radio.NeedBackupbalkan { scene "scenes/balkan/Radio_NeedBackup01.vcd" //I need more men scene "scenes/balkan/Radio_NeedBackup02.vcd" //I need back-up scene "scenes/balkan/Radio_NeedBackup03.vcd" //I'm outmatched scene "scenes/balkan/Radio_NeedBackup04.vcd" //There are too many of them } Rule Radio.NeedBackupbalkan { criteria TLK_Radio.NeedBackup Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Radio.NeedBackupbalkan } Response Radio.Negativebalkan { scene "scenes/balkan/Negative01.vcd" //Negative scene "scenes/balkan/Negative02.vcd" //No, no, no, no. scene "scenes/balkan/Negative03.vcd" //No scene "scenes/balkan/Negative04.vcd" //Uh uh } Rule Radio.Negativebalkan { criteria TLK_Radio.Negative Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Radio.Negativebalkan } Response Radio.Regroupbalkan { scene "scenes/balkan/RadioBotRegroup01.vcd" //Stay together scene "scenes/balkan/RadioBotRegroup02.vcd" //Let us stay together scene "scenes/balkan/RadioBotRegroup03.vcd" //Regroup } Rule Radio.Regroupbalkan { criteria TLK_Radio.Regroup Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Radio.Regroupbalkan } Response Radio.ReportingInbalkan { scene "scenes/balkan/ReportingIn01.vcd" //I am here scene "scenes/balkan/ReportingIn02.vcd" //Here scene "scenes/balkan/ReportingIn03.vcd" //Yes? } Rule Radio.ReportingInbalkan { criteria TLK_Radio.ReportingIn Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Radio.ReportingInbalkan } Response Radio.ReportInTeambalkan { scene "scenes/balkan/RequestReport02.vcd" //What do you see? scene "scenes/balkan/RequestReport03.vcd" //Are you there? scene "scenes/balkan/RequestReport04.vcd" //Check in } Rule Radio.ReportInTeambalkan { criteria TLK_Radio.ReportInTeam Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Radio.ReportInTeambalkan } Response Radio.Rogerbalkan { scene "scenes/balkan/Affirmative01.vcd" //Yes scene "scenes/balkan/Affirmative03.vcd" //Yes scene "scenes/balkan/Agree01.vcd" //Agreed scene "scenes/balkan/Agree04.vcd" //Of course, Of course } Rule Radio.Rogerbalkan { criteria TLK_Radio.Roger Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Radio.Rogerbalkan } Response Radio.SectorClearbalkan { scene "scenes/balkan/ClearedArea01.vcd" //No one is here scene "scenes/balkan/ClearedArea02.vcd" //This area is clear scene "scenes/balkan/ClearedArea04.vcd" //Nothing here } Rule Radio.SectorClearbalkan { criteria TLK_Radio.SectorClear Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Radio.SectorClearbalkan } Response Radio.Smokebalkan { scene "scenes/balkan/t_smoke01.vcd" //Smoke! scene "scenes/balkan/t_smoke02.vcd" //I'm throwing smoke. scene "scenes/balkan/t_smoke03.vcd" //Smoke! } Rule Radio.Smokebalkan { criteria TLK_Radio.Smoke Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Radio.Smokebalkan } Response Radio.StickTogetherbalkan { scene "scenes/balkan/RadioBotRegroup01.vcd" //Stay together } Rule Radio.StickTogetherbalkan { criteria TLK_Radio.StickTogether Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Radio.StickTogetherbalkan } Response radio.takingfirebalkan { scene "scenes/balkan/Radio_TakingFire01.vcd" //I am under fire scene "scenes/balkan/Radio_TakingFire02.vcd" //They are trying to kill me scene "scenes/balkan/Radio_TakingFire03.vcd" //They are shooting at me scene "scenes/balkan/Radio_TakingFire04.vcd" //They are firing at me scene "scenes/balkan/Radio_TakingFire05.vcd" //I'm taking fire scene "scenes/balkan/Radio_TakingFire07.vcd" //They are shooting at me } Rule radio.takingfirebalkan { criteria TLK_radio.takingfire Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response radio.takingfirebalkan } Response Radio.TeamFallBackbalkan { scene "scenes/balkan/RadioBotFallBack01.vcd" //Get back! scene "scenes/balkan/RadioBotFallBack02.vcd" //Back! Back! scene "scenes/balkan/RadioBotFallBack04.vcd" //Move back, move back } Rule Radio.TeamFallBackbalkan { criteria TLK_Radio.TeamFallBack Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Radio.TeamFallBackbalkan } Response Radio.Thanksbalkan { scene "scenes/balkan/Thanks01.vcd" //Thank you scene "scenes/balkan/Thanks02.vcd" //Thank you brother scene "scenes/balkan/Thanks03.vcd" //Thanks scene "scenes/balkan/Thanks04.vcd" //Thanks } Rule Radio.Thanksbalkan { criteria TLK_Radio.Thanks Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Radio.Thanksbalkan } Response Radio.YouTakeThePointbalkan { scene "scenes/balkan/FollowingFriend01.vcd" //You lead the way scene "scenes/balkan/FollowingFriend04.vcd" //Lead the way scene "scenes/balkan/FollowingFriend05.vcd" //You lead } Rule Radio.YouTakeThePointbalkan { criteria TLK_Radio.YouTakeThePoint Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Radio.YouTakeThePointbalkan } Response ReportingInbalkan { scene "scenes/balkan/ReportingIn01.vcd" //I am here scene "scenes/balkan/ReportingIn02.vcd" //Here scene "scenes/balkan/ReportingIn03.vcd" //Yes? } Rule ReportingInbalkan { criteria TLK_ReportingIn Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response ReportingInbalkan } Response RequestReportbalkan { scene "scenes/balkan/RequestReport01.vcd" //What is happening? scene "scenes/balkan/RequestReport02.vcd" //What do you see? scene "scenes/balkan/RequestReport03.vcd" //Are you there? } Rule RequestReportbalkan { criteria TLK_RequestReport Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response RequestReportbalkan } Response ScaredEmotebalkan { scene "scenes/balkan/ScaredEmote01.vcd" //This is not going well scene "scenes/balkan/ScaredEmote02.vcd" //What is happening? scene "scenes/balkan/ScaredEmote04.vcd" //You are all idiots scene "scenes/balkan/ScaredEmote05.vcd" //Quit being idiots scene "scenes/balkan/ScaredEmote06.vcd" //Aye yi yi yiiiiii } Rule ScaredEmotebalkan { criteria TLK_ScaredEmote Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response ScaredEmotebalkan } Response SniperKilledbalkan { scene "scenes/balkan/SniperKilled01.vcd" //Sniper is down scene "scenes/balkan/SniperKilled02.vcd" //Sniper is down scene "scenes/balkan/SniperKilled03.vcd" //I have gotten the sniper scene "scenes/balkan/SniperKilled04.vcd" //Sniper is dead } Rule SniperKilledbalkan { criteria TLK_SniperKilled Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response SniperKilledbalkan } Response SniperWarningbalkan { scene "scenes/balkan/SniperWarning01.vcd" //Sniper! scene "scenes/balkan/SniperWarning02.vcd" //Watch out, sniper! scene "scenes/balkan/SniperWarning03.vcd" //There is a sniper here } Rule SniperWarningbalkan { criteria TLK_SniperWarning Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response SniperWarningbalkan } Response SpottedLooseBombbalkan { scene "scenes/balkan/SpottedLooseBomb01.vcd" //We have dropped the bomb scene "scenes/balkan/SpottedLooseBomb02.vcd" //The bomb is on the ground scene "scenes/balkan/SpottedLooseBomb04.vcd" //Someone must recover the bomb scene "scenes/balkan/SpottedLooseBomb05.vcd" //We've dropped the bomb scene "scenes/balkan/SpottedLooseBomb06.vcd" //We've lost the bomb } Rule SpottedLooseBombbalkan { criteria TLK_SpottedLooseBomb Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response SpottedLooseBombbalkan } Response ThreeEnemiesLeftbalkan { scene "scenes/balkan/ThreeEnemiesLeft02.vcd" //That makes 3 left scene "scenes/balkan/ThreeEnemiesLeft03.vcd" //That makes 3 scene "scenes/balkan/ThreeEnemiesLeft05.vcd" //3 idiots left } Rule ThreeEnemiesLeftbalkan { criteria TLK_ThreeEnemiesLeft Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response ThreeEnemiesLeftbalkan } Response TwoEnemiesLeftbalkan { scene "scenes/balkan/TwoEnemiesLeft01.vcd" //They're down to two scene "scenes/balkan/TwoEnemiesLeft02.vcd" //Only 2 men left scene "scenes/balkan/TwoEnemiesLeft03.vcd" //2 men left scene "scenes/balkan/TwoEnemiesLeft04.vcd" //That makes 2 left scene "scenes/balkan/TwoEnemiesLeft05.vcd" //That makes 2 } Rule TwoEnemiesLeftbalkan { criteria TLK_TwoEnemiesLeft Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response TwoEnemiesLeftbalkan } Response WaitingHerebalkan { scene "scenes/balkan/WaitingHere01.vcd" //I'm waiting here scene "scenes/balkan/WaitingHere02.vcd" //I'll wait here scene "scenes/balkan/WaitingHere03.vcd" //I shall stay here } Rule WaitingHerebalkan { criteria TLK_WaitingHere Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response WaitingHerebalkan } Response WonRoundbalkan { scene "scenes/balkan/RadioBotEndSolid01.vcd" //We have defeated the enemy scene "scenes/balkan/RadioBotEndSolid02.vcd" //We have won today scene "scenes/balkan/RadioBotEndSolid03.vcd" //We will remember this day scene "scenes/balkan/RadioBotEndSolid04.vcd" //It is over scene "scenes/balkan/RadioBotEndSolid05.vcd" //We have defeated them! } Rule WonRoundbalkan { criteria TLK_WonRound Isbalkan IsTalkbalkan NotSaidRoundEndbalkan ApplyContext "Talkbalkan:1:1,SaidRoundEndbalkan:1:10" applycontexttoworld Response WonRoundbalkan } Response WonRoundCleanbalkan { scene "scenes/balkan/RadioBotEndClean01.vcd" //We defeated them scene "scenes/balkan/RadioBotEndClean02.vcd" //We all survived! scene "scenes/balkan/RadioBotEndClean05.vcd" //They are all dead, we are all alive. } Rule WonRoundCleanbalkan { criteria TLK_WonRoundClean Isbalkan IsAllAlive IsTalkbalkan ApplyContext "Talkbalkan:1:1,SaidRoundEndbalkan:1:10" applycontexttoworld Response WonRoundCleanbalkan } Response WonRoundQuicklybalkan { scene "scenes/balkan/RadioBotEndClean01.vcd" //We defeated them scene "scenes/balkan/RadioBotEndClean03.vcd" //This is our victory! scene "scenes/balkan/RadioBotEndClean04.vcd" odds 2 //We slaughtered our enemies like lambs } Rule WonRoundQuicklybalkan { criteria TLK_WonRoundQuickly Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1,SaidRoundEndbalkan:1:10" applycontexttoworld Response WonRoundQuicklybalkan } Rule AgreeWithPlanbalkan { criteria TLK_AgreeWithPlan Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Agreebalkan } Rule FollowingCommanderbalkan { criteria TLK_FollowingCommander Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response FollowingFriendbalkan } Rule FollowingSirbalkan { criteria TLK_FollowingSir Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response FollowingFriendbalkan } Rule NiceShotCommanderbalkan { criteria TLK_NiceShotCommander Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response NiceShotbalkan } Rule NiceShotSirbalkan { criteria TLK_NiceShotSir Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response NiceShotbalkan } Rule ThrillEmotebalkan { criteria TLK_ThrillEmote Isbalkan IsTalkbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response OnARollBragbalkan } Rule EnemySpottedbalkan { criteria TLK_EnemySpotted Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response Radio.EnemySpottedbalkan } Rule radio.gobalkan { criteria TLK_radio.go Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response radio.letsgobalkan } Rule radio.moveoutbalkan { criteria TLK_radio.moveout Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response radio.locknloadbalkan } Rule Radio.ReportInTeambalkan { criteria TLK_Radio.ReportInTeam Isbalkan IsTalkbalkan ApplyContext "Talkbalkan:1:1" applycontexttoworld Response RequestReportbalkan }