//-------------------------------------------------------------------------------------------------------------- // gign Response Rule File //-------------------------------------------------------------------------------------------------------------- Criterion "NotSaidHelpgign" "worldSaidHelpgign" "!=1" "required" weight 0 Criterion "NotSaidPepTalkScaredgign" "worldSaidPepTalkScaredgign" "!=1" "required" weight 0 Criterion "NotSaidRoundEndgign" "worldSaidRoundEndgign" "!=1" "required" //Auto-generated blank response for padding out InfoRemarkables Response _PlayerInfoRemarkableBlankgign { speak "gign_Blank" noscene //Blank } //-------------------------------------------------------------------------------------------------------------- // Radio //-------------------------------------------------------------------------------------------------------------- Response Affirmativegign { scene "scenes/gign/Affirmative01.vcd" //Yes scene "scenes/gign/Affirmative02.vcd" //Affirmative scene "scenes/gign/Affirmative03.vcd" //Roger that } Rule Affirmativegign { criteria TLK_Affirmative Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Affirmativegign } Response Agreegign { scene "scenes/gign/Agree01.vcd" //Alright scene "scenes/gign/Agree02.vcd" //Okay scene "scenes/gign/Agree04.vcd" //Sounds good } Rule Agreegign { criteria TLK_Agree Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Agreegign } Response BarelyDefusedgign { scene "scenes/gign/RadioBotEndClose01.vcd" //That was close scene "scenes/gign/RadioBotEndClose02.vcd" //We barely stopped them scene "scenes/gign/RadioBotEndClose04.vcd" //That was a little too close scene "scenes/gign/RadioBotEndClose05.vcd" // } Rule BarelyDefusedgign { criteria TLK_BarelyDefused Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response BarelyDefusedgign } Response Blindedgign { scene "scenes/gign/Blinded01.vcd" //I'm blind scene "scenes/gign/Blinded02.vcd" //Can't see scene "scenes/gign/Blinded03.vcd" //Can't see scene "scenes/gign/Blinded04.vcd" //Blinded } Rule Blindedgign { criteria TLK_Blinded Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Blindedgign } Response BombHasPlantedgign { scene "scenes/gign/BombTickingDown01.vcd" predelay "1.25,2.5" //That bomb's ticking down scene "scenes/gign/BombTickingDown02.vcd" predelay "1.25,2.5" //That bomb's ticking down scene "scenes/gign/BombTickingDown04.vcd" predelay "1.25,2.5" //Let's take care of that bomb scene "scenes/gign/radio.letsgo07.vcd" predelay "1.25,2.5" //Let's go! Let's go! scene "scenes/gign/radio.letsgo11.vcd" predelay "1.25,2.5" // } Rule BombHasPlantedgign { criteria TLK_BombsiteSecure Isgign IsSaidBombPlant ApplyContext "Talkgign:1:1" applycontexttoworld Response BombHasPlantedgign } Response BombsiteCleargign { scene "scenes/gign/BombsiteClear01.vcd" //Bombsite secure scene "scenes/gign/BombsiteClear02.vcd" //Bombsite secure scene "scenes/gign/BombsiteClear03.vcd" //Bombsite secure } Rule BombsiteCleargign { criteria TLK_BombsiteClear Isgign IsTalkgign IsOneLeft ApplyContext "Talkgign:1:1" applycontexttoworld Response BombsiteCleargign } Response Cleargign { scene "scenes/gign/ClearedArea01.vcd" //Clear scene "scenes/gign/ClearedArea02.vcd" //We're clear scene "scenes/gign/ClearedArea04.vcd" //All clear } Rule Cleargign { criteria TLK_Clear Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Cleargign } Response ClearedAreagign { scene "scenes/gign/ClearedArea02.vcd" //We're clear scene "scenes/gign/ClearedArea03.vcd" //Area secure scene "scenes/gign/ClearedArea06.vcd" //Area secure scene "scenes/gign/ClearedArea07.vcd" //We're clear } Rule ClearedAreagign { criteria TLK_ClearedArea Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response ClearedAreagign } Response CommanderDowngign { scene "scenes/gign/CommanderDown01.vcd" //Commander down scene "scenes/gign/CommanderDown02.vcd" //Commander down. Commander down scene "scenes/gign/CommanderDown03.vcd" //We lost the commander } Rule CommanderDowngign { criteria TLK_CommanderDown Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response CommanderDowngign } Response CoveringFriendgign { scene "scenes/gign/CoveringFriend01.vcd" //I've got your back scene "scenes/gign/CoveringFriend02.vcd" //I've got you scene "scenes/gign/CoveringFriend03.vcd" //Covering scene "scenes/gign/CoveringFriend04.vcd" //Covering } Rule CoveringFriendgign { criteria TLK_CoveringFriend Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response CoveringFriendgign } Response DeathCrygign { scene "scenes/gign/ct_death01.vcd" //Ahhhh! scene "scenes/gign/ct_death02.vcd" //Ohhhmmmph scene "scenes/gign/ct_death03.vcd" //(exhale) scene "scenes/gign/ct_death04.vcd" //Ohhhh scene "scenes/gign/ct_death05.vcd" //(exhale) scene "scenes/gign/ct_death06.vcd" //Ahhhh! scene "scenes/gign/ct_death07.vcd" //(exhale) scene "scenes/gign/ct_death08.vcd" //Ahhhh! } Rule DeathCrygign { criteria TLK_DeathCry Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response DeathCrygign } Response DefusingBombgign { scene "scenes/gign/DefusingBomb01.vcd" //Defusing the bomb scene "scenes/gign/DefusingBomb02.vcd" //Defusing scene "scenes/gign/DefusingBomb03.vcd" //Defusing scene "scenes/gign/DefusingBomb06.vcd" //I'm defusing the bomb } Rule DefusingBombgign { criteria TLK_DefusingBomb Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response DefusingBombgign } Response Disagreegign { scene "scenes/gign/Disagree01.vcd" //No scene "scenes/gign/Disagree02.vcd" //No scene "scenes/gign/Disagree03.vcd" //That's a negative scene "scenes/gign/Disagree05.vcd" //Ah no scene "scenes/gign/Disagree06.vcd" //No scene "scenes/gign/Disagree07.vcd" //That's a negative scene "scenes/gign/Disagree10.vcd" //That's not going to happen } Rule Disagreegign { criteria TLK_Disagree Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Disagreegign } Response EnemyDowngign { scene "scenes/gign/EnemyDown01.vcd" //Got 'em scene "scenes/gign/EnemyDown02.vcd" //Got one scene "scenes/gign/EnemyDown05.vcd" //Dropped him scene "scenes/gign/EnemyDown06.vcd" //Got 'em scene "scenes/gign/EnemyDown07.vcd" //Got one scene "scenes/gign/EnemyDown08.vcd" //He's down scene "scenes/gign/EnemyDown09.vcd" // } Rule EnemyDowngign { criteria TLK_EnemyDown Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response EnemyDowngign } Response EnemyDownPirategign { scene "scenes/gign/EnemyDown01.vcd" //Got 'em scene "scenes/gign/EnemyDown02.vcd" //Got one scene "scenes/gign/EnemyDown05.vcd" //Dropped him scene "scenes/gign/EnemyDown06.vcd" //Got 'em scene "scenes/gign/EnemyDown07.vcd" //Got one scene "scenes/gign/EnemyDown08.vcd" //He's down scene "scenes/gign/EnemyDown09.vcd" // scene "scenes/gign/EnemyDownPirate01.vcd" //Pirate down scene "scenes/gign/EnemyDownPirate02.vcd" //Got me a pirate scene "scenes/gign/EnemyDownPirate03.vcd" //One less pirate scene "scenes/gign/EnemyDownPirate04.vcd" //Take that matey! scene "scenes/gign/EnemyDownPirate05.vcd" // } Rule EnemyDownPirategign { criteria TLK_EnemyDown Isgign Isde_sugarcane Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response EnemyDownPirategign } Response EscortingHostagesgign { scene "scenes/gign/RadioBotHostagesEscort01.vcd" //Escorting the hostages scene "scenes/gign/RadioBotHostagesEscort02.vcd" //I'm bringing the hostages out scene "scenes/gign/RadioBotHostagesEscort03.vcd" //Hostages coming out scene "scenes/gign/RadioBotHostagesEscort04.vcd" //I have the hostages scene "scenes/gign/RadioBotHostagesEscort05.vcd" //I'm bringing out the hostages } Rule EscortingHostagesgign { criteria TLK_EscortingHostages Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response EscortingHostagesgign } Response FollowingFriendgign { scene "scenes/gign/FollowingFriend02.vcd" //Lead the way scene "scenes/gign/FollowingFriend04.vcd" //I'm with you scene "scenes/gign/FollowingFriend05.vcd" //Go ahead and lead scene "scenes/gign/FollowingFriend07.vcd" //I'm with you } Rule FollowingFriendgign { criteria TLK_FollowingFriend Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response FollowingFriendgign } Response FriendlyFiregign { scene "scenes/gign/FriendlyFire01.vcd" //That better have been a mistake scene "scenes/gign/FriendlyFire02.vcd" //Secure that weapon scene "scenes/gign/FriendlyFire03.vcd" //Watch the friendly fire scene "scenes/gign/FriendlyFire04.vcd" //Hold your fire! Hold your fire! } Rule FriendlyFiregign { criteria TLK_FriendlyFire Isgign IsTalkgign IsBDamage ApplyContext "Talkgign:1:1" applycontexttoworld Response FriendlyFiregign } Response FriendlyFireNoBgign { scene "scenes/gign/FriendlyFire01.vcd" //That better have been a mistake scene "scenes/gign/FriendlyFire02.vcd" //Secure that weapon } Rule FriendlyFireNoBgign { criteria TLK_FriendlyFire Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response FriendlyFireNoBgign } Response GoingToGuardLooseBombgign { scene "scenes/gign/GoingToGuardLooseBomb01.vcd" //Heading to the dropped bomb scene "scenes/gign/GoingToGuardLooseBomb02.vcd" //Going to cover the dropped bomb scene "scenes/gign/GoingToGuardLooseBomb03.vcd" //Heading to the bomb scene "scenes/gign/GoingToGuardLooseBomb04.vcd" //Going to cover the dropped bomb } Rule GoingToGuardLooseBombgign { criteria TLK_GoingToGuardLooseBomb Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response GoingToGuardLooseBombgign } Response GuardingLooseBombgign { scene "scenes/gign/GuardingLooseBomb02.vcd" //I'm staying with bomb scene "scenes/gign/GuardingLooseBomb01.vcd" //Guarding the dropped bomb scene "scenes/gign/GuardingLooseBomb03.vcd" //Covering the bomb } Rule GuardingLooseBombgign { criteria TLK_GuardingLooseBomb Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response GuardingLooseBombgign } Response HeardNoisegign { scene "scenes/gign/HeardNoise01.vcd" //I think I heard something scene "scenes/gign/HeardNoise02.vcd" //Did you hear that? scene "scenes/gign/HeardNoise03.vcd" //Anyone else hear that? } Rule HeardNoisegign { criteria TLK_HeardNoise Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response HeardNoisegign } Response helpgign { scene "scenes/gign/help01.vcd" //I need help scene "scenes/gign/help02.vcd" //Could use some help scene "scenes/gign/help03.vcd" //Need help } Rule helpgign { criteria TLK_help Isgign ApplyContext "Talkgign:1:1,SaidHelpgign:1:3" applycontexttoworld Response helpgign } Response HostageDowngign { scene "scenes/gign/HostageDown01.vcd" //Hostage down! scene "scenes/gign/HostageDown02.vcd" //Hostage down! Hostage down! scene "scenes/gign/HostageDown03.vcd" //We are losing hostages scene "scenes/gign/HostageDown04.vcd" //We are losing hostages } Rule HostageDowngign { criteria TLK_HostageDown Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response HostageDowngign } Response InCombatgign { scene "scenes/gign/InCombat01.vcd" //Attacking scene "scenes/gign/InCombat02.vcd" //Engaging the bad guys scene "scenes/gign/InCombat03.vcd" //Opening up } Rule InCombatgign { criteria TLK_InCombat Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response InCombatgign } Response InCombatPiratesgign { scene "scenes/gign/InCombat01.vcd" //Attacking scene "scenes/gign/InCombat02.vcd" //Engaging the bad guys scene "scenes/gign/InCombat03.vcd" //Opening up scene "scenes/gign/InCombat04.vcd" //Die, pirates, die. scene "scenes/gign/InCombat05.vcd" //I hate pirates. scene "scenes/gign/InCombat06.vcd" //I hate pirates. } Rule InCombatPiratesgign { criteria TLK_InCombat Isgign Isde_sugarcane Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response InCombatPiratesgign } Response KilledFriendgign { scene "scenes/gign/KilledFriend01.vcd" // scene "scenes/gign/KilledFriend02.vcd" //What the hell is going on? scene "scenes/gign/KilledFriend03.vcd" //What are you guys doing? scene "scenes/gign/KilledFriend04.vcd" //He was one of ours! } Rule KilledFriendgign { criteria TLK_KilledFriend Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response KilledFriendgign } Response KilledMyEnemygign { scene "scenes/gign/EnemyDown03.vcd" //He's down scene "scenes/gign/EnemyDown05.vcd" //Dropped him scene "scenes/gign/EnemyDown06.vcd" //Got 'em } Rule KilledMyEnemygign { criteria TLK_KilledMyEnemy Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response KilledMyEnemygign } Response LastManStandinggign { scene "scenes/gign/LastManStanding01.vcd" //That's right, that's right! scene "scenes/gign/LastManStanding02.vcd" //Guys, I did that for you scene "scenes/gign/LastManStanding03.vcd" //No one's getting me! scene "scenes/gign/LastManStanding04.vcd" //Wow! scene "scenes/gign/LastManStanding05.vcd" //Whoa! scene "scenes/gign/LastManStanding08.vcd" //Is that all you got!? scene "scenes/gign/LastManStanding10.vcd" // } Rule LastManStandinggign { criteria TLK_LastManStanding Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response LastManStandinggign } Response LostEnemygign { scene "scenes/gign/LostEnemy01.vcd" //Lost 'em scene "scenes/gign/LostEnemy02.vcd" //They got away scene "scenes/gign/LostEnemy04.vcd" //I lost 'em } Rule LostEnemygign { criteria TLK_LostEnemy Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response LostEnemygign } Response Map_CTSpawngign { scene "scenes/gign/ctmap_cs_italy21.vcd" //Insertion Point scene "scenes/gign/ctmap_cs_italy23.vcd" //Back at the Insertion Point scene "scenes/gign/ctmap_cs_italy24.vcd" //I'm at our Insertion Point scene "scenes/gign/ctmap_cs_italy25.vcd" //I'm at our Insertion Point } Rule Map_CTSpawngign { criteria TLK_Map_CTSpawn Isgign IsTalkgign IsNotar_shoots ApplyContext "Talkgign:1:1" applycontexttoworld Response Map_CTSpawngign } Response Map_Middlegign { scene "scenes/gign/ctmap_cs_italy33.vcd" //Middle scene "scenes/gign/ctmap_cs_italy34.vcd" //At the Middle scene "scenes/gign/ctmap_cs_italy35.vcd" //In the Middle } Rule Map_Middlegign { criteria TLK_Map_Middle Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Map_Middlegign } Response Map_TSpawngign { scene "scenes/gign/ctmap_cs_italy09.vcd" //At their entry point. scene "scenes/gign/ctmap_cs_italy10.vcd" //Checking their entry point scene "scenes/gign/ctmap_cs_italy11.vcd" //I'm at their entry point } Rule Map_TSpawngign { criteria TLK_Map_TSpawn Isgign IsTalkgign IsNotar_shoots ApplyContext "Talkgign:1:1" applycontexttoworld Response Map_TSpawngign } Response Negativegign { scene "scenes/gign/Negative01.vcd" //Negative scene "scenes/gign/Negative02.vcd" //Negative scene "scenes/gign/Negative03.vcd" //No scene "scenes/gign/Negative04.vcd" //Ah no scene "scenes/gign/Negative05.vcd" //That's a negative } Rule Negativegign { criteria TLK_Negative Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Negativegign } Response NiceShotgign { scene "scenes/gign/NiceShot01.vcd" //Good one scene "scenes/gign/NiceShot02.vcd" //Way to go scene "scenes/gign/NiceShot03.vcd" //Nice shot scene "scenes/gign/NiceShot04.vcd" //Good kill scene "scenes/gign/NiceShot05.vcd" //That's how you do it } Rule NiceShotgign { criteria TLK_NiceShot Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response NiceShotgign } Response NoEnemiesLeftgign { scene "scenes/gign/NoEnemiesLeft01.vcd" //We got 'em all scene "scenes/gign/NoEnemiesLeft01.vcd" //We got 'em all scene "scenes/gign/NoEnemiesLeft02.vcd" //None left scene "scenes/gign/NoEnemiesLeft02.vcd" //None left scene "scenes/gign/NoEnemiesLeft03.vcd" //Just us left scene "scenes/gign/NoEnemiesLeft03.vcd" //Just us left scene "scenes/gign/NoEnemiesLeft04.vcd" //Nice job, they're all dead scene "scenes/gign/NoEnemiesLeft04.vcd" //Nice job, they're all dead scene "scenes/gign/NoEnemiesLeft05.vcd" //Nice job, they're all dead scene "scenes/gign/NoEnemiesLeft05.vcd" //Nice job, they're all dead scene "scenes/gign/NoEnemiesLeft06.vcd" //They're all dead scene "scenes/gign/NoEnemiesLeft06.vcd" //They're all dead scene "scenes/gign/NoEnemiesLeftBomb01.vcd" //We got 'em all,let's defuse that bomb scene "scenes/gign/NoEnemiesLeftBomb02.vcd" //We got 'em but that bomb's ticking scene "scenes/gign/NoEnemiesLeftBomb04.vcd" //Good job. But we still got a bomb to defuse } Rule NoEnemiesLeftgign { criteria TLK_NoEnemiesLeft Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response NoEnemiesLeftgign } Response NoEnemiesLeftPiratesgign { scene "scenes/gign/NoEnemiesLeft01.vcd" //We got 'em all scene "scenes/gign/NoEnemiesLeft02.vcd" //None left scene "scenes/gign/NoEnemiesLeft03.vcd" //Just us left scene "scenes/gign/NoEnemiesLeft04.vcd" //Nice job, they're all dead scene "scenes/gign/NoEnemiesLeft05.vcd" //Nice job, they're all dead scene "scenes/gign/NoEnemiesLeft06.vcd" //They're all dead scene "scenes/gign/NoEnemiesLeftPirates01.vcd" //That was the last of the pirates scene "scenes/gign/NoEnemiesLeftPirates02.vcd" //All the pirates are dead scene "scenes/gign/NoEnemiesLeftPirates03.vcd" //Yo ho ho the pirates are dead } Rule NoEnemiesLeftPiratesgign { criteria TLK_NoEnemiesLeft Isgign Isde_sugarcane Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response NoEnemiesLeftPiratesgign } Response OnARollBraggign { scene "scenes/gign/OnARollBrag01.vcd" //Woohoo! scene "scenes/gign/OnARollBrag02.vcd" //Oh yeah! scene "scenes/gign/OnARollBrag03.vcd" //All right! scene "scenes/gign/OnARollBrag04.vcd" //That's the way we do it. scene "scenes/gign/OnARollBrag05.vcd" //Nice. scene "scenes/gign/OnARollBrag06.vcd" //Nice. scene "scenes/gign/OnARollBrag07.vcd" //There ya go. scene "scenes/gign/OnARollBrag09.vcd" // } Rule OnARollBraggign { criteria TLK_OnARollBrag Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response OnARollBraggign } Response OneEnemyLeftPirategign { scene "scenes/gign/OneEnemyLeft01.vcd" //1 guy left scene "scenes/gign/OneEnemyLeft02.vcd" //Only 1 guy left scene "scenes/gign/OneEnemyLeft03.vcd" //We have one lone bad guy scene "scenes/gign/OneEnemyLeft04.vcd" //Only one left scene "scenes/gign/OneEnemyLeft05.vcd" //That makes 1 left scene "scenes/gign/OneEnemyLeft06.vcd" // scene "scenes/gign/OneEnemyLeft07.vcd" // scene "scenes/gign/OneEnemyLeftPirate01.vcd" //Just one pirate left scene "scenes/gign/OneEnemyLeftPirate02.vcd" //Let's get that last pirate scene "scenes/gign/OneEnemyLeftPirate03.vcd" //Still one pirate around } Rule OneEnemyLeftPirategign { criteria TLK_OneEnemyLeft Isgign Isde_sugarcane Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response OneEnemyLeftPirategign } Response OnMyWaygign { scene "scenes/gign/OnMyWay01.vcd" //On my way scene "scenes/gign/OnMyWay02.vcd" //Coming scene "scenes/gign/OnMyWay03.vcd" //Heading over } Rule OnMyWaygign { criteria TLK_OnMyWay Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response OnMyWaygign } Response PepTalkScaredgign { scene "scenes/gign/InCombat01.vcd" //Attacking scene "scenes/gign/OnARollBrag08.vcd" //We are doing this! scene "scenes/gign/PepTalk01.vcd" //We can do this scene "scenes/gign/PepTalk03.vcd" //Let's get our heads in the game scene "scenes/gign/radio.letsgo09.vcd" //Let's go, people! } Rule PepTalkScaredgign { criteria TLK_ScaredEmote Isgign IsEarlyInRound IsTalkgign NotSaidPepTalkScaredgign ApplyContext "Talkgign:1:1,SaidPepTalkScaredgign:1:15" applycontexttoworld Response PepTalkScaredgign } Response PinnedDowngign { scene "scenes/gign/PinnedDown01.vcd" //I'm pinned down scene "scenes/gign/PinnedDown02.vcd" //I'm pinned scene "scenes/gign/PinnedDown03.vcd" //Help, I'm pinned } Rule PinnedDowngign { criteria TLK_PinnedDown Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response PinnedDowngign } Response PlantedBombPlacegign { scene "scenes/gign/PlantedBombPlaceSafe01.vcd" //They planted the bomb at the safe scene "scenes/gign/PlantedBombPlaceSafe02.vcd" //The bomb is at the safe scene "scenes/gign/PlantedBombPlaceSafe03.vcd" //They are going to blow the safe } Rule PlantedBombPlacegign { criteria TLK_PlantedBombPlace Isde_bank IsBombSite Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response PlantedBombPlacegign } Response Radio.Affirmitivegign { scene "scenes/gign/Affirmative01.vcd" //Yes scene "scenes/gign/Affirmative02.vcd" //Affirmative scene "scenes/gign/Affirmative03.vcd" //Roger that } Rule Radio.Affirmitivegign { criteria TLK_Radio.Affirmitive Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Radio.Affirmitivegign } Response Radio.Cheergign { scene "scenes/gign/OnARollBrag01.vcd" //Woohoo! scene "scenes/gign/OnARollBrag02.vcd" //Oh yeah! scene "scenes/gign/OnARollBrag03.vcd" //All right! scene "scenes/gign/OnARollBrag04.vcd" //That's the way we do it. scene "scenes/gign/OnARollBrag05.vcd" //Nice. scene "scenes/gign/OnARollBrag06.vcd" //Nice. scene "scenes/gign/OnARollBrag07.vcd" //There ya go. scene "scenes/gign/OnARollBrag09.vcd" // } Rule Radio.Cheergign { criteria TLK_Radio.Cheer Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Radio.Cheergign } Response Radio.Complimentgign { scene "scenes/gign/OnARollBrag01.vcd" //Woohoo! scene "scenes/gign/OnARollBrag02.vcd" //Oh yeah! scene "scenes/gign/OnARollBrag03.vcd" //All right! scene "scenes/gign/OnARollBrag04.vcd" //That's the way we do it. scene "scenes/gign/OnARollBrag05.vcd" //Nice. scene "scenes/gign/OnARollBrag06.vcd" //Nice. scene "scenes/gign/OnARollBrag07.vcd" //There ya go. scene "scenes/gign/OnARollBrag09.vcd" // } Rule Radio.Complimentgign { criteria TLK_Radio.Compliment Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Radio.Complimentgign } Response Radio.CoverMegign { scene "scenes/gign/CoverMe01.vcd" //Cover me scene "scenes/gign/CoverMe03.vcd" //Cover scene "scenes/gign/CoverMe05.vcd" //Hold up, cover me } Rule Radio.CoverMegign { criteria TLK_Radio.CoverMe Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Radio.CoverMegign } Response Radio.Decoygign { scene "scenes/gign/ct_decoy01.vcd" //Decoy! scene "scenes/gign/ct_decoy02.vcd" //Decoy's out. scene "scenes/gign/ct_decoy03.vcd" //Deploying decoy. } Rule Radio.Decoygign { criteria TLK_Radio.Decoy Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Radio.Decoygign } Response Radio.EnemyDowngign { scene "scenes/gign/EnemyDown01.vcd" //Got 'em scene "scenes/gign/EnemyDown02.vcd" //Got one scene "scenes/gign/EnemyDown03.vcd" //He's down scene "scenes/gign/EnemyDown04.vcd" //He's down scene "scenes/gign/EnemyDown05.vcd" //Dropped him scene "scenes/gign/EnemyDown06.vcd" //Got 'em scene "scenes/gign/EnemyDown08.vcd" //He's down scene "scenes/gign/EnemyDown09.vcd" // } Rule Radio.EnemyDowngign { criteria TLK_Radio.EnemyDown Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Radio.EnemyDowngign } Response Radio.EnemySpottedgign { scene "scenes/gign/Radio.EnemySpotted01.vcd" //Target spotted scene "scenes/gign/Radio.EnemySpotted02.vcd" //Targets acquired scene "scenes/gign/Radio.EnemySpotted03.vcd" //Target spotted scene "scenes/gign/Radio.EnemySpotted04.vcd" //I have eyes on the enemy } Rule Radio.EnemySpottedgign { criteria TLK_Radio.EnemySpotted Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Radio.EnemySpottedgign } Response Radio.EnemySpottedPiratesgign { scene "scenes/gign/Radio.EnemySpotted01.vcd" //Target spotted scene "scenes/gign/Radio.EnemySpotted02.vcd" //Targets acquired scene "scenes/gign/Radio.EnemySpotted03.vcd" //Target spotted scene "scenes/gign/Radio.EnemySpotted04.vcd" //I have eyes on the enemy scene "scenes/gign/Radio.EnemySpottedPirates01.vcd" //I can see the pirates scene "scenes/gign/Radio.EnemySpottedPirates02.vcd" //Pirates in view scene "scenes/gign/Radio.EnemySpottedPirates03.vcd" //I can see our pirates scene "scenes/gign/Radio.EnemySpottedPirates04.vcd" //I found the pirates scene "scenes/gign/Radio.EnemySpottedPirates05.vcd" //I found the stinkin' pirates } Rule Radio.EnemySpottedPiratesgign { criteria TLK_Radio.EnemySpotted Isgign Isde_sugarcane Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Radio.EnemySpottedPiratesgign } Response Radio.FireInTheHolegign { scene "scenes/gign/ct_grenade01.vcd" //Fire in the hole! scene "scenes/gign/ct_grenade02.vcd" //Grenade out. scene "scenes/gign/ct_grenade04.vcd" //Throwing a grenade. scene "scenes/gign/ct_grenade05.vcd" //Grenade out. } Rule Radio.FireInTheHolegign { criteria TLK_Radio.FireInTheHole Isgign IsTalkgign IsNottraining1 ApplyContext "Talkgign:1:1" applycontexttoworld Response Radio.FireInTheHolegign } Response Radio.Flashbanggign { scene "scenes/gign/ct_flashbang01.vcd" //Flashbang. scene "scenes/gign/ct_flashbang02.vcd" //Deploying Flashbang. scene "scenes/gign/ct_flashbang03.vcd" //Throwing Flashbang. } Rule Radio.Flashbanggign { criteria TLK_Radio.Flashbang Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Radio.Flashbanggign } Response Radio.FollowMegign { scene "scenes/gign/Radio.FollowMe01.vcd" //Follow me scene "scenes/gign/Radio.FollowMe02.vcd" //Stack up on me scene "scenes/gign/Radio.FollowMe04.vcd" //I'll take point scene "scenes/gign/Radio.FollowMe06.vcd" // } Rule Radio.FollowMegign { criteria TLK_Radio.FollowMe Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Radio.FollowMegign } Response Radio.GetInPositiongign { scene "scenes/gign/MeToo01.vcd" //Thanks } Rule Radio.GetInPositiongign { criteria TLK_Radio.GetInPosition Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Radio.GetInPositiongign } Response Radio.GetOutOfTheregign { scene "scenes/gign/ct_bombexploding01.vcd" //Oh crap... scene "scenes/gign/ct_bombexploding02.vcd" //Get back! Get BACK! scene "scenes/gign/ct_bombexploding03.vcd" //Get back! Get BACK! scene "scenes/gign/ct_bombexploding04.vcd" //Run! scene "scenes/gign/ct_bombexploding05.vcd" //Ahhh piss. scene "scenes/gign/ct_bombexploding06.vcd" //CLEAR THE AREA! scene "scenes/gign/ct_bombexploding07.vcd" //Ah non... scene "scenes/gign/ct_bombexploding08.vcd" // } Rule Radio.GetOutOfTheregign { criteria TLK_Radio.GetOutOfThere Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Radio.GetOutOfTheregign } Response Radio.GoGoGogign { scene "scenes/gign/radio.letsgo01.vcd" //Go go go! scene "scenes/gign/radio.letsgo02.vcd" //Go go go! scene "scenes/gign/radio.letsgo03.vcd" //Let's go! scene "scenes/gign/radio.letsgo04.vcd" //Let's go! scene "scenes/gign/radio.letsgo05.vcd" //Move it! Move it! scene "scenes/gign/radio.letsgo06.vcd" //Move it! Move it! scene "scenes/gign/radio.letsgo07.vcd" //Let's go! Let's go! scene "scenes/gign/radio.letsgo08.vcd" //Let's go! Let's go! scene "scenes/gign/radio.letsgo09.vcd" //Let's go, people! scene "scenes/gign/radio.letsgo10.vcd" //Let's go, people! scene "scenes/gign/radio.letsgo11.vcd" // scene "scenes/gign/radio.letsgo12.vcd" //Go go go! scene "scenes/gign/radio.letsgo13.vcd" //Let's go! scene "scenes/gign/radio.letsgo14.vcd" //Move it! Move it! scene "scenes/gign/radio.letsgo15.vcd" //Let's go! Let's go! scene "scenes/gign/radio.letsgo16.vcd" //Let's go, people! scene "scenes/gign/radio.letsgo17.vcd" //Let's go, people! scene "scenes/gign/radio.letsgo18.vcd" // scene "scenes/gign/radio.letsgo19.vcd" // } Rule Radio.GoGoGogign { criteria TLK_Radio.GoGoGo Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Radio.GoGoGogign } Response Radio.HoldPositiongign { scene "scenes/gign/RadioBotHold01.vcd" //Hold this position scene "scenes/gign/RadioBotHold02.vcd" //Stay here scene "scenes/gign/RadioBotHold03.vcd" //Cover this area } Rule Radio.HoldPositiongign { criteria TLK_Radio.HoldPosition Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Radio.HoldPositiongign } Response Radio.InPositiongign { scene "scenes/gign/InPosition01.vcd" //I'm in position scene "scenes/gign/InPosition01.vcd" //I'm in position scene "scenes/gign/InPosition02.vcd" //I'm ready scene "scenes/gign/InPosition02.vcd" //I'm ready scene "scenes/gign/InPosition04.vcd" //In position scene "scenes/gign/InPosition04.vcd" //In position } Rule Radio.InPositiongign { criteria TLK_Radio.InPosition Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Radio.InPositiongign } Response radio.letsgogign { scene "scenes/gign/radio.letsgo01.vcd" //Go go go! scene "scenes/gign/radio.letsgo02.vcd" //Go go go! scene "scenes/gign/radio.letsgo03.vcd" //Let's go! scene "scenes/gign/radio.letsgo04.vcd" //Let's go! scene "scenes/gign/radio.letsgo05.vcd" //Move it! Move it! scene "scenes/gign/radio.letsgo06.vcd" //Move it! Move it! scene "scenes/gign/radio.letsgo07.vcd" //Let's go! Let's go! scene "scenes/gign/radio.letsgo08.vcd" //Let's go! Let's go! scene "scenes/gign/radio.letsgo09.vcd" //Let's go, people! scene "scenes/gign/radio.letsgo10.vcd" //Let's go, people! scene "scenes/gign/radio.letsgo11.vcd" // scene "scenes/gign/radio.letsgo12.vcd" //Go go go! scene "scenes/gign/radio.letsgo13.vcd" //Let's go! scene "scenes/gign/radio.letsgo14.vcd" //Move it! Move it! scene "scenes/gign/radio.letsgo15.vcd" //Let's go! Let's go! scene "scenes/gign/radio.letsgo16.vcd" //Let's go, people! scene "scenes/gign/radio.letsgo17.vcd" //Let's go, people! scene "scenes/gign/radio.letsgo18.vcd" // scene "scenes/gign/radio.letsgo19.vcd" // } Rule radio.letsgogign { criteria TLK_radio.letsgo Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response radio.letsgogign } Response radio.locknloadgign { scene "scenes/gign/radio.locknload01.vcd" //Let's go scene "scenes/gign/radio.locknload02.vcd" //Lock and load scene "scenes/gign/radio.locknload03.vcd" //Let's go scene "scenes/gign/radio.locknload04.vcd" //Grab your gear and let's go scene "scenes/gign/radio.locknload05.vcd" //Lock and load scene "scenes/gign/radio.locknload06.vcd" //Let's get this done scene "scenes/gign/radio.locknload07.vcd" //Let's move out } Rule radio.locknloadgign { criteria TLK_radio.locknload Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response radio.locknloadgign } Response Radio.Molotovgign { scene "scenes/gign/ct_molotov01.vcd" //Throwing fire. scene "scenes/gign/ct_molotov02.vcd" //Incendiary out scene "scenes/gign/ct_molotov03.vcd" //Incendiary } Rule Radio.Molotovgign { criteria TLK_Radio.Molotov Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Radio.Molotovgign } Rule Radio.Incendiarygign { criteria TLK_Radio.Incendiary Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Radio.Molotovgign } Response Radio.NeedBackupgign { scene "scenes/gign/Radio.NeedBackup01.vcd" //Need support scene "scenes/gign/Radio.NeedBackup02.vcd" //Need backup scene "scenes/gign/Radio.NeedBackup03.vcd" //Need backup now! scene "scenes/gign/Radio.NeedBackup04.vcd" // scene "scenes/gign/Radio.NeedBackup05.vcd" // } Rule Radio.NeedBackupgign { criteria TLK_Radio.NeedBackup Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Radio.NeedBackupgign } Response Radio.Negativegign { scene "scenes/gign/Negative01.vcd" //Negative scene "scenes/gign/Negative02.vcd" //Negative scene "scenes/gign/Negative03.vcd" //No scene "scenes/gign/Negative04.vcd" //Ah no scene "scenes/gign/Negative05.vcd" //That's a negative } Rule Radio.Negativegign { criteria TLK_Radio.Negative Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Radio.Negativegign } Response Radio.Regroupgign { scene "scenes/gign/RadioBotRegroup01.vcd" //Regroup scene "scenes/gign/RadioBotRegroup02.vcd" //Stick together scene "scenes/gign/RadioBotRegroup03.vcd" //Form up } Rule Radio.Regroupgign { criteria TLK_Radio.Regroup Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Radio.Regroupgign } Response Radio.ReportingIngign { scene "scenes/gign/ReportingIn01.vcd" //Reporting In scene "scenes/gign/ReportingIn02.vcd" //Checking In } Rule Radio.ReportingIngign { criteria TLK_Radio.ReportingIn Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Radio.ReportingIngign } Response Radio.ReportInTeamgign { scene "scenes/gign/RequestReport01.vcd" //Report In scene "scenes/gign/RequestReport02.vcd" //Status? scene "scenes/gign/RequestReport03.vcd" //Check in } Rule Radio.ReportInTeamgign { criteria TLK_Radio.ReportInTeam Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Radio.ReportInTeamgign } Response Radio.Rogergign { scene "scenes/gign/Affirmative03.vcd" //Roger that scene "scenes/gign/Affirmative06.vcd" //Roger that } Rule Radio.Rogergign { criteria TLK_Radio.Roger Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Radio.Rogergign } Response Radio.SectorCleargign { scene "scenes/gign/ClearedArea02.vcd" //We're clear scene "scenes/gign/ClearedArea03.vcd" //Area secure scene "scenes/gign/ClearedArea05.vcd" //All clear } Rule Radio.SectorCleargign { criteria TLK_Radio.SectorClear Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Radio.SectorCleargign } Response Radio.Smokegign { scene "scenes/gign/ct_smoke01.vcd" //Smoke! scene "scenes/gign/ct_smoke02.vcd" //Throwing smoke. scene "scenes/gign/ct_smoke03.vcd" //Laying down smoke. } Rule Radio.Smokegign { criteria TLK_Radio.Smoke Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Radio.Smokegign } Response Radio.StickTogethergign { scene "scenes/gign/RadioBotRegroup02.vcd" //Stick together scene "scenes/gign/RadioBotRegroup04.vcd" //Pull yourselves together } Rule Radio.StickTogethergign { criteria TLK_Radio.StickTogether Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Radio.StickTogethergign } Response radio.takingfiregign { scene "scenes/gign/Radio.TakingFire01.vcd" //I'm under fire scene "scenes/gign/Radio.TakingFire02.vcd" //Contact! Contact! scene "scenes/gign/Radio.TakingFire03.vcd" //I'm in trouble scene "scenes/gign/Radio.TakingFire04.vcd" //I am in big trouble scene "scenes/gign/Radio.TakingFire05.vcd" //Need assistance scene "scenes/gign/Radio.TakingFire06.vcd" //Officer under fire } Rule radio.takingfiregign { criteria TLK_radio.takingfire Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response radio.takingfiregign } Response Radio.TeamFallBackgign { scene "scenes/gign/RadioBotFallBack01.vcd" //Fall back! scene "scenes/gign/RadioBotFallBack03.vcd" //Team fall back! scene "scenes/gign/RadioBotFallBack04.vcd" //Back! Back! scene "scenes/gign/RadioBotFallBack07.vcd" //Back! } Rule Radio.TeamFallBackgign { criteria TLK_Radio.TeamFallBack Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Radio.TeamFallBackgign } Response Radio.Thanksgign { scene "scenes/gign/MeToo01.vcd" //Thanks } Rule Radio.Thanksgign { criteria TLK_Radio.Thanks Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Radio.Thanksgign } Response Radio.YouTakeThePointgign { scene "scenes/gign/FollowingFriend01.vcd" //Lead scene "scenes/gign/FollowingFriend02.vcd" //Lead the way scene "scenes/gign/FollowingFriend04.vcd" //I'm with you scene "scenes/gign/FollowingFriend05.vcd" //Go ahead and lead } Rule Radio.YouTakeThePointgign { criteria TLK_Radio.YouTakeThePoint Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Radio.YouTakeThePointgign } Response ReportingIngign { scene "scenes/gign/ReportingIn01.vcd" //Reporting In scene "scenes/gign/ReportingIn02.vcd" //Checking In } Rule ReportingIngign { criteria TLK_ReportingIn Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response ReportingIngign } Response RequestReportgign { scene "scenes/gign/RequestReport01.vcd" //Report In scene "scenes/gign/RequestReport02.vcd" //Status? scene "scenes/gign/RequestReport03.vcd" //Check in } Rule RequestReportgign { criteria TLK_RequestReport Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response RequestReportgign } Response ScaredEmotegign { scene "scenes/gign/ScaredEmote01.vcd" //Oh man oh man scene "scenes/gign/ScaredEmote02.vcd" //I did not sign up for this scene "scenes/gign/ScaredEmote03.vcd" //This is going south scene "scenes/gign/ScaredEmote04.vcd" //This is not going well } Rule ScaredEmotegign { criteria TLK_ScaredEmote Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response ScaredEmotegign } Response SniperKilledgign { scene "scenes/gign/SniperKilled01.vcd" //Got the sniper scene "scenes/gign/SniperKilled02.vcd" //Got the sniper scene "scenes/gign/SniperKilled03.vcd" //Sniper down } Rule SniperKilledgign { criteria TLK_SniperKilled Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response SniperKilledgign } Response SniperWarninggign { scene "scenes/gign/SniperWarning01.vcd" //Sniper! scene "scenes/gign/SniperWarning02.vcd" //Sniper! Sniper! scene "scenes/gign/SniperWarning03.vcd" //Watch out, sniper! } Rule SniperWarninggign { criteria TLK_SniperWarning Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response SniperWarninggign } Response SpottedBombergign { scene "scenes/gign/SpottedBomber01.vcd" //He's got the bomb scene "scenes/gign/SpottedBomber02.vcd" //Spotted the bomb carrier scene "scenes/gign/SpottedBomber03.vcd" //I see the bomb carrier scene "scenes/gign/SpottedBomber04.vcd" //Bomb carrier spotted. scene "scenes/gign/SpottedBomber05.vcd" //Bomb carrier down range } Rule SpottedBombergign { criteria TLK_SpottedBomber Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response SpottedBombergign } Response SpottedLooseBombgign { scene "scenes/gign/SpottedLooseBomb01.vcd" //The bomb has been dropped. Repeat. The bomb has been dropped. scene "scenes/gign/SpottedLooseBomb02.vcd" //The bomb has been dropped. scene "scenes/gign/SpottedLooseBomb03.vcd" //The bomb is on the ground. scene "scenes/gign/SpottedLooseBomb04.vcd" //The bomb is down. } Rule SpottedLooseBombgign { criteria TLK_SpottedLooseBomb Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response SpottedLooseBombgign } Response TalkingToHostagesgign { scene "scenes/gign/RadioBotHostagesThere01.vcd" //I'm at the hostages scene "scenes/gign/RadioBotHostagesThere02.vcd" //I've arrived at the hostages scene "scenes/gign/RadioBotHostagesThere03.vcd" //I'm with the hostages } Rule TalkingToHostagesgign { criteria TLK_TalkingToHostages Isgign IsTalkgign ApplyContext "Talkgign:1:1 T" applycontexttoworld Response TalkingToHostagesgign } Response TheyPickedUpTheBombgign { scene "scenes/gign/TheyPickedUpTheBomb01.vcd" //They've got the bomb scene "scenes/gign/TheyPickedUpTheBomb02.vcd" //They picked up the bomb scene "scenes/gign/TheyPickedUpTheBomb03.vcd" //They've recovered the bomb } Rule TheyPickedUpTheBombgign { criteria TLK_TheyPickedUpTheBomb Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response TheyPickedUpTheBombgign } Response ThreeEnemiesLeftgign { scene "scenes/gign/ThreeEnemiesLeft01.vcd" //3 guys left scene "scenes/gign/ThreeEnemiesLeft02.vcd" //That makes three scene "scenes/gign/ThreeEnemiesLeft04.vcd" //3 to go scene "scenes/gign/ThreeEnemiesLeft05.vcd" //3 guys left scene "scenes/gign/ThreeEnemiesLeft06.vcd" //That makes 3 left } Rule ThreeEnemiesLeftgign { criteria TLK_ThreeEnemiesLeft Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response ThreeEnemiesLeftgign } Response TwoEnemiesLeftgign { scene "scenes/gign/TwoEnemiesLeft01.vcd" //2 guys left scene "scenes/gign/TwoEnemiesLeft02.vcd" //They're down to two scene "scenes/gign/TwoEnemiesLeft03.vcd" //2 bad guys left scene "scenes/gign/TwoEnemiesLeft04.vcd" //2 guys left scene "scenes/gign/TwoEnemiesLeft05.vcd" //That makes 2 left } Rule TwoEnemiesLeftgign { criteria TLK_TwoEnemiesLeft Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response TwoEnemiesLeftgign } Response WaitingForHumanToDefuseBombgign { scene "scenes/gign/WaitingForHumanToDefuseBomb01.vcd" //Covering while you defuse scene "scenes/gign/WaitingForHumanToDefuseBomb02.vcd" //Defuse the bomb and I'll cover you scene "scenes/gign/WaitingForHumanToDefuseBomb03.vcd" //Go ahead and defuse the bomb } Rule WaitingForHumanToDefuseBombgign { criteria TLK_WaitingForHumanToDefuseBomb Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response WaitingForHumanToDefuseBombgign } Response WaitingForHumanToDefuseBombPanicgign { scene "scenes/gign/NoEnemiesLeftBomb03.vcd" //We still got a bomb to defuse scene "scenes/gign/RadioBotTime01.vcd" //Hurry up scene "scenes/gign/RadioBotTime02.vcd" //Time is running out scene "scenes/gign/RadioBotTime03.vcd" //We don't have much time } Rule WaitingForHumanToDefuseBombPanicgign { criteria TLK_WaitingForHumanToDefuseBombPanic Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response WaitingForHumanToDefuseBombPanicgign } Response WaitingHeregign { scene "scenes/gign/WaitingHere01.vcd" //I'm waiting here scene "scenes/gign/WaitingHere02.vcd" //Waiting here scene "scenes/gign/WaitingHere03.vcd" //Staying here } Rule WaitingHeregign { criteria TLK_WaitingHere Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response WaitingHeregign } Response WhereIsTheBombgign { scene "scenes/gign/WhereIsTheBomb02.vcd" //Did you see the bomb? scene "scenes/gign/WhereIsTheBomb03.vcd" //Anyone seen the bomb? } Rule WhereIsTheBombgign { criteria TLK_WhereIsTheBomb Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response WhereIsTheBombgign } Response WonRoundgign { scene "scenes/gign/RadioBotEndClean03.vcd" //Nice work everyone scene "scenes/gign/RadioBotEndSolid02.vcd" //Nice work scene "scenes/gign/RadioBotEndSolid03.vcd" //We did it } Rule WonRoundgign { criteria TLK_WonRound Isgign IsTalkgign NotSaidRoundEndgign ApplyContext "Talkgign:1:1,SaidRoundEndgign:1:10" applycontexttoworld Response WonRoundgign } Response WonRoundCleangign { scene "scenes/gign/RadioBotEndClean01.vcd" //Good job, we're all going home tonight scene "scenes/gign/RadioBotEndClean02.vcd" //Good job everyone scene "scenes/gign/RadioBotEndClean03.vcd" //Nice work everyone } Rule WonRoundCleangign { criteria TLK_WonRoundClean Isgign IsAllAlive IsTalkgign ApplyContext "Talkgign:1:1,SaidRoundEndgign:1:10" applycontexttoworld Response WonRoundCleangign } Response WonRoundQuicklygign { scene "scenes/gign/RadioBotEndClean02.vcd" //Good job everyone scene "scenes/gign/RadioBotEndClean03.vcd" //Nice work everyone scene "scenes/gign/RadioBotEndSolid01.vcd" //Good job men } Rule WonRoundQuicklygign { criteria TLK_WonRoundQuickly Isgign IsTalkgign ApplyContext "Talkgign:1:1,SaidRoundEndgign:1:10" applycontexttoworld Response WonRoundQuicklygign } Rule AgreeWithPlangign { criteria TLK_AgreeWithPlan Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Agreegign } Rule BombHasPlanted2gign { criteria TLK_Radio.NeedBackup Isgign IsSaidBombPlant ApplyContext "Talkgign:1:1" applycontexttoworld Response BombHasPlantedgign } Rule BombHasPlanted3gign { criteria TLK_BombsiteSecure Isgign IsSaidBombPlant ApplyContext "Talkgign:1:1" applycontexttoworld Response BombHasPlantedgign } Rule BombsiteSecuregign { criteria TLK_BombsiteSecure Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response BombsiteCleargign } Rule FollowingCommandergign { criteria TLK_FollowingCommander Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response FollowingFriendgign } Rule FollowingSirgign { criteria TLK_FollowingSir Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response FollowingFriendgign } Rule NiceShotCommandergign { criteria TLK_NiceShotCommander Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response NiceShotgign } Rule NiceShotSirgign { criteria TLK_NiceShotSir Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response NiceShotgign } Rule ThrillEmotegign { criteria TLK_ThrillEmote Isgign IsTalkgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response OnARollBraggign } Rule EnemySpottedgign { criteria TLK_EnemySpotted Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response Radio.EnemySpottedgign } Rule radio.gogign { criteria TLK_radio.go Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response radio.letsgogign } Rule radio.moveoutgign { criteria TLK_radio.moveout Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response radio.locknloadgign } Rule Radio.ReportInTeamgign { criteria TLK_Radio.ReportInTeam Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response RequestReportgign } Rule BombTickingDowngign { criteria TLK_BombTickingDown Isgign IsTalkgign ApplyContext "Talkgign:1:1" applycontexttoworld Response WhereIsTheBombgign }