//-------------------------------------------------------------------------------------------------------------- // leet Response Rule File //-------------------------------------------------------------------------------------------------------------- Criterion "NotSaidHelpleet" "worldSaidHelpleet" "!=1" "required" weight 0 Criterion "NotSaidPepTalkScaredleet" "worldSaidPepTalkScaredleet" "!=1" "required" weight 0 Criterion "NotSaidRoundEndleet" "worldSaidRoundEndleet" "!=1" "required" //-------------------------------------------------------------------------------------------------------------- // Radio //-------------------------------------------------------------------------------------------------------------- Response Affirmativeleet { scene "scenes/leet/Affirmative01.vcd" //Yes scene "scenes/leet/Affirmative02.vcd" //Affirmative } Rule Affirmativeleet { criteria TLK_Affirmative Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Affirmativeleet } Response Agreeleet { scene "scenes/leet/Affirmative03.vcd" //Agreed scene "scenes/leet/Agree04.vcd" //I agree scene "scenes/leet/Agree05.vcd" //Of course } Rule Agreeleet { criteria TLK_Agree Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Agreeleet } Response Blindedleet { scene "scenes/leet/Blinded01.vcd" //I am blind scene "scenes/leet/Blinded03.vcd" //Blinded scene "scenes/leet/Blinded04.vcd" //Blinded! } Rule Blindedleet { criteria TLK_Blinded Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Blindedleet } Response Clearleet { scene "scenes/leet/Clear01.vcd" //All clear scene "scenes/leet/Clear02.vcd" //No one here scene "scenes/leet/ClearedArea01.vcd" //No one is here } Rule Clearleet { criteria TLK_Clear Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Clearleet } Response ClearedArealeet { scene "scenes/leet/ClearedArea02.vcd" //They are not here scene "scenes/leet/ClearedArea03.vcd" //They are not here } Rule ClearedArealeet { criteria TLK_ClearedArea Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response ClearedArealeet } Response CoveringFriendleet { scene "scenes/leet/CoveringFriend01.vcd" //I shall cover you scene "scenes/leet/CoveringFriend02.vcd" //My friend, you are covered scene "scenes/leet/CoveringFriend03.vcd" //I have your back } Rule CoveringFriendleet { criteria TLK_CoveringFriend Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response CoveringFriendleet } Response DeathCryleet { scene "scenes/leet/t_death01.vcd" //Ahhhh! scene "scenes/leet/t_death02.vcd" //(exhale) scene "scenes/leet/t_death03.vcd" //Ohhhh } Rule DeathCryleet { criteria TLK_DeathCry Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response DeathCryleet } Response DefendingBombsiteAleet { scene "scenes/leet/DefendingBombsiteA01.vcd" //Watching bombsite A scene "scenes/leet/DefendingBombsiteA02.vcd" //Covering bombsite A scene "scenes/leet/DefendingBombsiteA03.vcd" //Staying at bombsite A scene "scenes/leet/DefendingBombsiteA04.vcd" //Guarding A } Rule DefendingBombsiteAleet { criteria TLK_DefendingBombsite Isleet IsTalkleet IsBombSiteA ApplyContext "Talkleet:1:1" applycontexttoworld Response DefendingBombsiteAleet } Response DefendingBombsiteBleet { scene "scenes/leet/DefendingBombsiteB01.vcd" //Watching bombsite B scene "scenes/leet/DefendingBombsiteB02.vcd" //Covering bombsite B scene "scenes/leet/DefendingBombsiteB03.vcd" //Staying at bombsite B scene "scenes/leet/DefendingBombsiteB04.vcd" //Guarding B scene "scenes/leet/DefendingBombsiteB05.vcd" //I will stay at bombsite B } Rule DefendingBombsiteBleet { criteria TLK_DefendingBombsite Isleet IsTalkleet IsBombSiteB ApplyContext "Talkleet:1:1" applycontexttoworld Response DefendingBombsiteBleet } Response Disagreeleet { scene "scenes/leet/Disagree01.vcd" //No scene "scenes/leet/Disagree02.vcd" //I disagree scene "scenes/leet/Disagree03.vcd" //I would not agree scene "scenes/leet/Disagree04.vcd" //That is not right } Rule Disagreeleet { criteria TLK_Disagree Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Disagreeleet } Response EnemyDownleet { scene "scenes/leet/EnemyDown01.vcd" //He's down scene "scenes/leet/EnemyDown02.vcd" //I got one scene "scenes/leet/EnemyDown03.vcd" //Got 'em scene "scenes/leet/EnemyDown04.vcd" //It is over for him scene "scenes/leet/EnemyDown05.vcd" //That's his last scene "scenes/leet/EnemyDown06.vcd" //I hit him! scene "scenes/leet/EnemyDown07.vcd" //One less! scene "scenes/leet/EnemyDown08.vcd" //I killed him! } Rule EnemyDownleet { criteria TLK_EnemyDown Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response EnemyDownleet } Response FollowingFriendleet { scene "scenes/leet/FollowingFriend01.vcd" //You lead the way scene "scenes/leet/FollowingFriend02.vcd" //I am with you scene "scenes/leet/FollowingFriend03.vcd" //Go, I will follow scene "scenes/leet/FollowingFriend05.vcd" //Lead the way my friend } Rule FollowingFriendleet { criteria TLK_FollowingFriend Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response FollowingFriendleet } Response FriendlyFireleet { scene "scenes/leet/FriendlyFire01.vcd" //Do not shoot me scene "scenes/leet/FriendlyFire03.vcd" //What are you doing? scene "scenes/leet/FriendlyFire04.vcd" //You are shooting me scene "scenes/leet/FriendlyFire06.vcd" odds 5 //Save those bullets scene "scenes/leet/FriendlyFire07.vcd" odds 2 //I fear your bullets more than our enemy's scene "scenes/leet/FriendlyFire08.vcd" //Stop shooting me } Rule FriendlyFireleet { criteria TLK_FriendlyFire Isleet IsTalkleet IsBDamage ApplyContext "Talkleet:1:1" applycontexttoworld Response FriendlyFireleet } Response FriendlyFireNoBleet { scene "scenes/leet/FriendlyFire03.vcd" //What are you doing? } Rule FriendlyFireNoBleet { criteria TLK_FriendlyFire Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response FriendlyFireNoBleet } Response GoingToGuardHostageEscapeZoneleet { scene "scenes/leet/GoingToGuardHostageEscapeZone01.vcd" //I'll guard their escape scene "scenes/leet/GoingToGuardHostageEscapeZone02.vcd" //I'm heading to their escape area scene "scenes/leet/GoingToGuardHostageEscapeZone03.vcd" //I'll surprise them at their escape area } Rule GoingToGuardHostageEscapeZoneleet { criteria TLK_GoingToGuardHostageEscapeZone Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response GoingToGuardHostageEscapeZoneleet } Response GoingToGuardHostagesleet { scene "scenes/leet/GoingToGuardHostages01.vcd" //Going to guard the hostages scene "scenes/leet/GoingToGuardHostages02.vcd" //I'll protect hostages scene "scenes/leet/GoingToGuardHostages03.vcd" //I'll stay with the hostages scene "scenes/leet/GoingToGuardHostages04.vcd" //Heading to the hostages } Rule GoingToGuardHostagesleet { criteria TLK_GoingToGuardHostages Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response GoingToGuardHostagesleet } Response GoingToPlantBombleet { scene "scenes/leet/GoingToPlantBomb01.vcd" //Going to plant the bomb scene "scenes/leet/GoingToPlantBomb02.vcd" //I am going to plant the bomb scene "scenes/leet/GoingToPlantBomb03.vcd" //I will plant the bomb } Rule GoingToPlantBombleet { criteria TLK_GoingToPlantBomb Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response GoingToPlantBombleet } Response GoingToPlantBombAleet { scene "scenes/leet/GoingToPlantBombA01.vcd" //Taking the bomb to A scene "scenes/leet/GoingToPlantBombA02.vcd" //I am going to planet the bomb at A scene "scenes/leet/GoingToPlantBombA03.vcd" //I am taking the bomb to A } Rule GoingToPlantBombAleet { criteria TLK_GoingToPlantBomb Isleet IsTalkleet IsBombSiteA ApplyContext "Talkleet:1:1" applycontexttoworld Response GoingToPlantBombAleet } Response GoingToPlantBombBleet { scene "scenes/leet/GoingToPlantBombB01.vcd" //I am going to planet the bomb at B scene "scenes/leet/GoingToPlantBombB02.vcd" //Taking the bomb to B } Rule GoingToPlantBombBleet { criteria TLK_GoingToPlantBomb Isleet IsTalkleet IsBombSiteB ApplyContext "Talkleet:1:1" applycontexttoworld Response GoingToPlantBombBleet } Response GuardingHostageEscapeZoneleet { scene "scenes/leet/GuardingHostageEscapeZone01.vcd" //I am guarding against their escape scene "scenes/leet/GuardingHostageEscapeZone02.vcd" //I am blocking their escape scene "scenes/leet/GuardingHostageEscapeZone03.vcd" //I will guard against their escape } Rule GuardingHostageEscapeZoneleet { criteria TLK_GuardingHostageEscapeZone Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response GuardingHostageEscapeZoneleet } Response GuardingHostagesleet { scene "scenes/leet/GuardingHostages01.vcd" //I am staying with the hostages scene "scenes/leet/GuardingHostages02.vcd" //The hostages are with me scene "scenes/leet/GuardingHostages03.vcd" //The hostages will be safe with me scene "scenes/leet/GuardingHostages04.vcd" //I am at the hostages scene "scenes/leet/GuardingHostages05.vcd" //I am with the hostages } Rule GuardingHostagesleet { criteria TLK_GuardingHostages Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response GuardingHostagesleet } Response HeardNoiseleet { scene "scenes/leet/HeardNoise01.vcd" //What was that noise? scene "scenes/leet/HeardNoise02.vcd" //I think I heard something scene "scenes/leet/HeardNoise03.vcd" //Did you hear that? } Rule HeardNoiseleet { criteria TLK_HeardNoise Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response HeardNoiseleet } Response helpleet { scene "scenes/leet/help01.vcd" //ahhh... I need help here scene "scenes/leet/help02.vcd" //Help! scene "scenes/leet/help03.vcd" //I need help scene "scenes/leet/help04.vcd" //Where is everyone?! } Rule helpleet { criteria TLK_help Isleet ApplyContext "Talkleet:1:1,SaidHelpleet:1:3" applycontexttoworld Response helpleet } Response InCombatleet { scene "scenes/leet/InCombat01.vcd" //I am returning fire scene "scenes/leet/InCombat02.vcd" //I am making this right scene "scenes/leet/InCombat03.vcd" //Attacking scene "scenes/leet/InCombat04.vcd" //I will kill you scene "scenes/leet/InCombat05.vcd" //I'm attacking scene "scenes/leet/InCombat06.vcd" //Fear me! } Rule InCombatleet { criteria TLK_InCombat Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response InCombatleet } Response KilledFriendleet { scene "scenes/leet/KilledFriend01.vcd" //What is going on? scene "scenes/leet/KilledFriend02.vcd" //Do not kill our friends scene "scenes/leet/KilledFriend03.vcd" //Stop. You have killed our own. } Rule KilledFriendleet { criteria TLK_KilledFriend Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response KilledFriendleet } Response KilledMyEnemyleet { scene "scenes/leet/EnemyDown01.vcd" //He's down scene "scenes/leet/EnemyDown03.vcd" //Got 'em } Rule KilledMyEnemyleet { criteria TLK_KilledMyEnemy Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response KilledMyEnemyleet } Response LastManStandingleet { scene "scenes/leet/LastManStanding01.vcd" //I have triumphed scene "scenes/leet/LastManStanding03.vcd" //I alone am victorious scene "scenes/leet/LastManStanding04.vcd" //You have been slaughtered scene "scenes/leet/LastManStanding06.vcd" //I am still alive scene "scenes/leet/LastManStanding07.vcd" //I fear no man scene "scenes/leet/LastManStanding08.vcd" //I have driven you out } Rule LastManStandingleet { criteria TLK_LastManStanding Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response LastManStandingleet } Response LostEnemyleet { scene "scenes/leet/LostEnemy01.vcd" //I've lost them scene "scenes/leet/LostEnemy02.vcd" //They have gotten away scene "scenes/leet/LostEnemy03.vcd" //I do not see them anymore } Rule LostEnemyleet { criteria TLK_LostEnemy Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response LostEnemyleet } Response Map_ARampleet { scene "scenes/leet/tmap_cs_source01.vcd" //A Ramp scene "scenes/leet/tmap_cs_source02.vcd" //At A Ramp scene "scenes/leet/tmap_cs_source03.vcd" //Checking the A Ramp } Rule Map_ARampleet { criteria TLK_Map_ARamp Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Map_ARampleet } Response Map_Backleet { scene "scenes/leet/tmap_de_aztec01.vcd" //Back scene "scenes/leet/tmap_de_aztec02.vcd" //I'm in the back scene "scenes/leet/tmap_de_aztec03.vcd" //I'm checking the back } Rule Map_Backleet { criteria TLK_Map_Back Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Map_Backleet } Response Map_BackAlleyleet { scene "scenes/leet/tmap_de_dust01.vcd" //Back Alley scene "scenes/leet/tmap_de_dust02.vcd" //Checking the back alley scene "scenes/leet/tmap_de_dust03.vcd" //In the back alley } Rule Map_BackAlleyleet { criteria TLK_Map_BackAlley Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Map_BackAlleyleet } Response Map_BackAlleysleet { scene "scenes/leet/tmap_de_dust04.vcd" //Back Alleys scene "scenes/leet/tmap_de_dust05.vcd" //Checking the back alleys scene "scenes/leet/tmap_de_dust06.vcd" //At the back alleys } Rule Map_BackAlleysleet { criteria TLK_Map_BackAlleys Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Map_BackAlleysleet } Response Map_BackEntranceleet { scene "scenes/leet/tmap_de_dust07.vcd" //Back Entrance scene "scenes/leet/tmap_de_dust08.vcd" //At the back entrance scene "scenes/leet/tmap_de_dust09.vcd" //By the back entrance } Rule Map_BackEntranceleet { criteria TLK_Map_BackEntrance Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Map_BackEntranceleet } Response Map_BackYardleet { scene "scenes/leet/tmap_de_bank01.vcd" //Back Yard scene "scenes/leet/tmap_de_bank02.vcd" //Checking the back yard scene "scenes/leet/tmap_de_bank03.vcd" //In the back yard } Rule Map_BackYardleet { criteria TLK_Map_BackYard Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Map_BackYardleet } Response Map_BDoorsleet { scene "scenes/leet/tmap_cs_source07.vcd" //B Doors scene "scenes/leet/tmap_cs_source08.vcd" //Checking the B Doors scene "scenes/leet/tmap_cs_source09.vcd" //At B Doors } Rule Map_BDoorsleet { criteria TLK_Map_BDoors Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Map_BDoorsleet } Response Map_BPlatformleet { scene "scenes/leet/tmap_cs_source10.vcd" //B Platform scene "scenes/leet/tmap_cs_source11.vcd" //Checking the B Platform scene "scenes/leet/tmap_cs_source12.vcd" //At B Platform } Rule Map_BPlatformleet { criteria TLK_Map_BPlatform Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Map_BPlatformleet } Response Map_Bridgeleet { scene "scenes/leet/tmap_de_aztec04.vcd" //The Bridge scene "scenes/leet/tmap_de_aztec05.vcd" //I'm on the Bridge scene "scenes/leet/tmap_de_aztec07.vcd" //Bridge } Rule Map_Bridgeleet { criteria TLK_Map_Bridge Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Map_Bridgeleet } Response Map_Catwalkleet { scene "scenes/leet/tmap_cs_source13.vcd" //Catwalk scene "scenes/leet/tmap_cs_source14.vcd" //Checking the Catwalk scene "scenes/leet/tmap_cs_source15.vcd" //At Catwalk } Rule Map_Catwalkleet { criteria TLK_Map_Catwalk Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Map_Catwalkleet } Response Map_CTSpawnleet { scene "scenes/leet/tmap_de_dust10.vcd" //At their landing zone scene "scenes/leet/tmap_de_dust11.vcd" //Checking their landing zone scene "scenes/leet/tmap_de_dust12.vcd" //By their landing zone } Rule Map_CTSpawnleet { criteria TLK_Map_CTSpawn Isleet IsTalkleet IsNotar_shoots ApplyContext "Talkleet:1:1" applycontexttoworld Response Map_CTSpawnleet } Response Map_DoubleDoorsleet { scene "scenes/leet/tmap_de_aztec08.vcd" //Double Doors scene "scenes/leet/tmap_de_aztec09.vcd" //Double Doors Double Doors scene "scenes/leet/tmap_de_aztec10.vcd" //Going through the double doors } Rule Map_DoubleDoorsleet { criteria TLK_Map_DoubleDoors Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Map_DoubleDoorsleet } Response Map_ExtendedAleet { scene "scenes/leet/tmap_cs_source22.vcd" //Extended A scene "scenes/leet/tmap_cs_source23.vcd" //Checking the Extended A scene "scenes/leet/tmap_cs_source24.vcd" //At Extended A } Rule Map_ExtendedAleet { criteria TLK_Map_ExtendedA Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Map_ExtendedAleet } Response Map_Frontleet { scene "scenes/leet/tmap_de_dust13.vcd" //Front scene "scenes/leet/tmap_de_dust14.vcd" //At the front scene "scenes/leet/tmap_de_dust15.vcd" //Checking the front } Rule Map_Frontleet { criteria TLK_Map_Front Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Map_Frontleet } Response Map_FrontEntranceleet { scene "scenes/leet/tmap_de_dust17.vcd" //Front entrance scene "scenes/leet/tmap_de_dust18.vcd" //I'm at the front entrance scene "scenes/leet/tmap_de_dust19.vcd" //By the front entrance } Rule Map_FrontEntranceleet { criteria TLK_Map_FrontEntrance Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Map_FrontEntranceleet } Response Map_Holeleet { scene "scenes/leet/tmap_cs_source25.vcd" //Hole scene "scenes/leet/tmap_cs_source26.vcd" //Checking the Hole scene "scenes/leet/tmap_cs_source28.vcd" //At the Hole } Rule Map_Holeleet { criteria TLK_Map_Hole Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Map_Holeleet } Response Map_LongAleet { scene "scenes/leet/tmap_cs_source32.vcd" //Long A scene "scenes/leet/tmap_cs_source33.vcd" //Checking the Long A scene "scenes/leet/tmap_cs_source34.vcd" //At Long A } Rule Map_LongAleet { criteria TLK_Map_LongA Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Map_LongAleet } Response Map_LongDoorsleet { scene "scenes/leet/tmap_cs_source35.vcd" //Long Doors scene "scenes/leet/tmap_cs_source36.vcd" //Checking the Long Doors scene "scenes/leet/tmap_cs_source37.vcd" //At Long Doors } Rule Map_LongDoorsleet { criteria TLK_Map_LongDoors Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Map_LongDoorsleet } Response Map_Middleleet { scene "scenes/leet/tmap_cs_italy01.vcd" //Middle scene "scenes/leet/tmap_cs_italy02.vcd" //At the Middle } Rule Map_Middleleet { criteria TLK_Map_Middle Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Map_Middleleet } Response Map_MidDoorsleet { scene "scenes/leet/tmap_cs_source41.vcd" //Mid Doors scene "scenes/leet/tmap_cs_source42.vcd" //Checking the Mid Doors scene "scenes/leet/tmap_cs_source43.vcd" //At the Mid Doors } Rule Map_MidDoorsleet { criteria TLK_Map_MidDoors Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Map_MidDoorsleet } Response Map_Overpassleet { scene "scenes/leet/tmap_de_aztec11.vcd" //Overpass scene "scenes/leet/tmap_de_aztec12.vcd" //On the overpass scene "scenes/leet/tmap_de_aztec13.vcd" //Checking the overpass } Rule Map_Overpassleet { criteria TLK_Map_Overpass Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Map_Overpassleet } Response Map_PalaceInteriorleet { scene "scenes/leet/tmap_de_dust20.vcd" //Palace Interior scene "scenes/leet/tmap_de_dust21.vcd" //Inside the palace scene "scenes/leet/tmap_de_dust23.vcd" //Checking inside the palace } Rule Map_PalaceInteriorleet { criteria TLK_Map_PalaceInterior Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Map_PalaceInteriorleet } Response Map_ShortStairsleet { scene "scenes/leet/tmap_cs_source53.vcd" //Short Stairs scene "scenes/leet/tmap_cs_source54.vcd" //Checking the Short Stairs scene "scenes/leet/tmap_cs_source55.vcd" //At the Short Stairs } Rule Map_ShortStairsleet { criteria TLK_Map_ShortStairs Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Map_ShortStairsleet } Response Map_Sideleet { scene "scenes/leet/tmap_de_dust24.vcd" //Side scene "scenes/leet/tmap_de_dust25.vcd" //At the side scene "scenes/leet/tmap_de_dust26.vcd" //Checking the side } Rule Map_Sideleet { criteria TLK_Map_Side Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Map_Sideleet } Response Map_SideEntranceleet { scene "scenes/leet/tmap_de_dust27.vcd" //Side Entrance scene "scenes/leet/tmap_de_dust28.vcd" //I'm checking the side entrance scene "scenes/leet/tmap_de_dust29.vcd" //I'm at the side entrance } Rule Map_SideEntranceleet { criteria TLK_Map_SideEntrance Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Map_SideEntranceleet } Response Map_SnipersNestleet { scene "scenes/leet/tmap_cs_office01.vcd" //Snipers Nest scene "scenes/leet/tmap_cs_office02.vcd" //I'm checking that snipers nest scene "scenes/leet/tmap_cs_office03.vcd" //I'm in the snipers nest } Rule Map_SnipersNestleet { criteria TLK_Map_SnipersNest Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Map_SnipersNestleet } Response Map_Stairwellleet { scene "scenes/leet/tmap_cs_office04.vcd" //Stair well scene "scenes/leet/tmap_cs_office05.vcd" //Covering the stair well scene "scenes/leet/tmap_cs_office06.vcd" //In the stair well } Rule Map_Stairwellleet { criteria TLK_Map_Stairwell Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Map_Stairwellleet } Response Map_TopofMidleet { scene "scenes/leet/tmap_cs_source65.vcd" //Top of Mid scene "scenes/leet/tmap_cs_source66.vcd" //Checking the Top of Mid scene "scenes/leet/tmap_cs_source67.vcd" //At Top of Mid } Rule Map_TopofMidleet { criteria TLK_Map_TopofMid Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Map_TopofMidleet } Response Map_TRampleet { scene "scenes/leet/tmap_cs_source62.vcd" //Our Ramp scene "scenes/leet/tmap_cs_source63.vcd" //Checking our ramp } Rule Map_TRampleet { criteria TLK_Map_TRamp Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Map_TRampleet } Response Map_TSpawnleet { scene "scenes/leet/tmap_de_dust30.vcd" //Back at our start scene "scenes/leet/tmap_de_dust31.vcd" //At our start point scene "scenes/leet/tmap_de_dust32.vcd" //Checking our start point } Rule Map_TSpawnleet { criteria TLK_Map_TSpawn Isleet IsTalkleet IsNotar_shoots ApplyContext "Talkleet:1:1" applycontexttoworld Response Map_TSpawnleet } Response Map_UnderAleet { scene "scenes/leet/tmap_cs_source71.vcd" //Under A scene "scenes/leet/tmap_cs_source73.vcd" //At Under A } Rule Map_UnderAleet { criteria TLK_Map_UnderA Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Map_UnderAleet } Response Map_Underpassleet { scene "scenes/leet/tmap_de_dust33.vcd" //Underpass scene "scenes/leet/tmap_de_dust34.vcd" //Taking the underpass scene "scenes/leet/tmap_de_dust35.vcd" //At the underpass } Rule Map_Underpassleet { criteria TLK_Map_Underpass Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Map_Underpassleet } Response Map_UpperTunnelleet { scene "scenes/leet/tmap_cs_source74.vcd" //Upper Tunnel scene "scenes/leet/tmap_cs_source75.vcd" //Checking the Upper Tunnel } Rule Map_UpperTunnelleet { criteria TLK_Map_UpperTunnel Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Map_UpperTunnelleet } Response Negativeleet { scene "scenes/leet/Negative01.vcd" //Negative scene "scenes/leet/Negative02.vcd" //No my friend scene "scenes/leet/Negative03.vcd" //No } Rule Negativeleet { criteria TLK_Negative Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Negativeleet } Response NiceShotleet { scene "scenes/leet/NiceShot02.vcd" //Very good shooting scene "scenes/leet/NiceShot03.vcd" //Very good shot scene "scenes/leet/NiceShot04.vcd" //Very good scene "scenes/leet/NiceShot05.vcd" //Very nice scene "scenes/leet/NiceShot06.vcd" //Nice shot scene "scenes/leet/NiceShot07.vcd" //Nice shooting scene "scenes/leet/NiceShot08.vcd" //Nice shot my friend scene "scenes/leet/NiceShot09.vcd" //You got him scene "scenes/leet/NiceShot10.vcd" odds 3 //You have done well scene "scenes/leet/NiceShot11.vcd" odds 3 //With your will we shall drive them out scene "scenes/leet/NiceShot12.vcd" odds 3 //One less mercenary thanks to you } Rule NiceShotleet { criteria TLK_NiceShot Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response NiceShotleet } Response OnARollBragleet { scene "scenes/leet/OnARollBrag01.vcd" //Yes! scene "scenes/leet/OnARollBrag02.vcd" //We will be victorious! scene "scenes/leet/OnARollBrag03.vcd" //Yes my friends, YES! scene "scenes/leet/OnARollBrag04.vcd" //The world is ours scene "scenes/leet/OnARollBrag05.vcd" //Our enemies tremble! scene "scenes/leet/OnARollBrag06.vcd" odds 5 //Our guns shall bring us victory! scene "scenes/leet/OnARollBrag07.vcd" //W e shall overcome! scene "scenes/leet/OnARollBrag08.vcd" //Victory is ours! scene "scenes/leet/OnARollBrag09.vcd" odds 5 //We shall slaughter our enemies! scene "scenes/leet/OnARollBrag10.vcd" //We will live long lives scene "scenes/leet/OnARollBrag11.vcd" //We fear no one scene "scenes/leet/OnARollBrag12.vcd" //We have arrived! } Rule OnARollBragleet { criteria TLK_OnARollBrag Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response OnARollBragleet } Response OneEnemyLeftleet { scene "scenes/leet/OneEnemyLeft02.vcd" //Only 1 man left scene "scenes/leet/OneEnemyLeft03.vcd" //We one left against us scene "scenes/leet/OneEnemyLeft05.vcd" //Only 1 man left scene "scenes/leet/OneEnemyLeft06.vcd" //One still opposes us scene "scenes/leet/OneEnemyLeft07.vcd" //1 left scene "scenes/leet/OneEnemyLeft10.vcd" //One mercenary left wasting our time } Rule OneEnemyLeftleet { criteria TLK_OneEnemyLeft Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response OneEnemyLeftleet } Response OnMyWayleet { scene "scenes/leet/OnMyWay01.vcd" //I am on my way scene "scenes/leet/OnMyWay02.vcd" //On my way scene "scenes/leet/OnMyWay03.vcd" //Coming } Rule OnMyWayleet { criteria TLK_OnMyWay Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response OnMyWayleet } Response PepTalkScaredleet { scene "scenes/leet/PepTalk01.vcd" //We can do this scene "scenes/leet/PepTalk03.vcd" //We cannot let them win scene "scenes/leet/PepTalk04.vcd" //We must fight to our last scene "scenes/leet/PepTalk07.vcd" //Let us decide our own fate brothers } Rule PepTalkScaredleet { criteria TLK_ScaredEmote Isleet IsEarlyInRound IsTalkleet NotSaidPepTalkScaredleet ApplyContext "Talkleet:1:1,SaidPepTalkScaredleet:1:15" applycontexttoworld Response PepTalkScaredleet } Response PinnedDownleet { scene "scenes/leet/PinnedDown01.vcd" //I am pinned scene "scenes/leet/PinnedDown02.vcd" //I am under fire scene "scenes/leet/PinnedDown03.vcd" //They have me pinned scene "scenes/leet/PinnedDown04.vcd" //Help! } Rule PinnedDownleet { criteria TLK_PinnedDown Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response PinnedDownleet } Response PlantingBombleet { scene "scenes/leet/PlantingBomb01.vcd" //Planting scene "scenes/leet/PlantingBomb02.vcd" //I am planting the bomb } Rule PlantingBombleet { criteria TLK_PlantingBomb Isleet IsTalkleet ApplyContext "Talkleet:1:1,SaidBombPlant:1:20" applycontexttoworld Response PlantingBombleet } Response Radio.Affirmitiveleet { scene "scenes/leet/Affirmative01.vcd" //Yes scene "scenes/leet/Affirmative02.vcd" //Affirmative } Rule Radio.Affirmitiveleet { criteria TLK_Radio.Affirmitive Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Radio.Affirmitiveleet } Response Radio.Cheerleet { scene "scenes/leet/OnARollBrag01.vcd" //Yes! scene "scenes/leet/OnARollBrag02.vcd" //We will be victorious! scene "scenes/leet/OnARollBrag03.vcd" //Yes my friends, YES! scene "scenes/leet/OnARollBrag04.vcd" //The world is ours scene "scenes/leet/OnARollBrag05.vcd" //Our enemies tremble! scene "scenes/leet/OnARollBrag06.vcd" odds 5 //Our guns shall bring us victory! scene "scenes/leet/OnARollBrag07.vcd" //W e shall overcome! scene "scenes/leet/OnARollBrag08.vcd" //Victory is ours! scene "scenes/leet/OnARollBrag09.vcd" odds 5 //We shall slaughter our enemies! scene "scenes/leet/OnARollBrag10.vcd" //We will live long lives scene "scenes/leet/OnARollBrag11.vcd" //We fear no one scene "scenes/leet/OnARollBrag12.vcd" //We have arrived! } Rule Radio.Cheerleet { criteria TLK_Radio.Cheer Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Radio.Cheerleet } Response Radio.Complimentleet { scene "scenes/leet/OnARollBrag01.vcd" //Yes! scene "scenes/leet/OnARollBrag02.vcd" //We will be victorious! scene "scenes/leet/OnARollBrag03.vcd" //Yes my friends, YES! scene "scenes/leet/OnARollBrag04.vcd" //The world is ours scene "scenes/leet/OnARollBrag05.vcd" //Our enemies tremble! scene "scenes/leet/OnARollBrag06.vcd" odds 5 //Our guns shall bring us victory! scene "scenes/leet/OnARollBrag07.vcd" //W e shall overcome! scene "scenes/leet/OnARollBrag08.vcd" //Victory is ours! scene "scenes/leet/OnARollBrag09.vcd" odds 5 //We shall slaughter our enemies! scene "scenes/leet/OnARollBrag10.vcd" //We will live long lives scene "scenes/leet/OnARollBrag11.vcd" //We fear no one scene "scenes/leet/OnARollBrag12.vcd" //We have arrived! } Rule Radio.Complimentleet { criteria TLK_Radio.Compliment Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Radio.Complimentleet } Response Radio.CoverMeleet { scene "scenes/leet/CoverMe01.vcd" //Watch my back scene "scenes/leet/CoverMe02.vcd" //Cover me } Rule Radio.CoverMeleet { criteria TLK_Radio.CoverMe Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Radio.CoverMeleet } Response Radio.Decoyleet { scene "scenes/leet/t_decoy01.vcd" //Decoy! scene "scenes/leet/t_decoy02.vcd" //Throwing a decoy scene "scenes/leet/t_decoy03.vcd" //Decoy's out } Rule Radio.Decoyleet { criteria TLK_Radio.Decoy Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Radio.Decoyleet } Response Radio.EnemyDownleet { scene "scenes/leet/EnemyDown01.vcd" //He's down scene "scenes/leet/EnemyDown03.vcd" //Got 'em scene "scenes/leet/EnemyDown04.vcd" //It is over for him scene "scenes/leet/EnemyDown05.vcd" //That's his last scene "scenes/leet/EnemyDown07.vcd" //One less! } Rule Radio.EnemyDownleet { criteria TLK_Radio.EnemyDown Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Radio.EnemyDownleet } Response Radio.EnemySpottedleet { scene "scenes/leet/Radio_EnemySpotted02.vcd" //I see them scene "scenes/leet/Radio_EnemySpotted03.vcd" //I can see them scene "scenes/leet/Radio_EnemySpotted04.vcd" //I see our enemy scene "scenes/leet/Radio_EnemySpotted05.vcd" //I see a mercenary scene "scenes/leet/Radio_EnemySpotted06.vcd" //I see 'em, shall I open fire? } Rule Radio.EnemySpottedleet { criteria TLK_Radio.EnemySpotted Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Radio.EnemySpottedleet } Response Radio.FireInTheHoleleet { scene "scenes/leet/t_grenade01.vcd" //Grenade! scene "scenes/leet/t_grenade02.vcd" //I'm throwing a grenade. scene "scenes/leet/t_grenade03.vcd" //Grenade! scene "scenes/leet/t_grenade05.vcd" //Grenade! } Rule Radio.FireInTheHoleleet { criteria TLK_Radio.FireInTheHole Isleet IsTalkleet IsNottraining1 ApplyContext "Talkleet:1:1" applycontexttoworld Response Radio.FireInTheHoleleet } Response Radio.Flashbangleet { scene "scenes/leet/t_flashbang01.vcd" //Flashbang scene "scenes/leet/t_flashbang03.vcd" //Throwing a Flashbang scene "scenes/leet/t_flashbang04.vcd" //I'm throwing a Flashbang } Rule Radio.Flashbangleet { criteria TLK_Radio.Flashbang Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Radio.Flashbangleet } Response Radio.FollowMeleet { scene "scenes/leet/Radio_FollowMe02.vcd" //This way scene "scenes/leet/Radio_FollowMe03.vcd" //Let us go this way scene "scenes/leet/Radio_FollowMe04.vcd" //Follow me my friend scene "scenes/leet/Radio_FollowMe06.vcd" //I will lead the way } Rule Radio.FollowMeleet { criteria TLK_Radio.FollowMe Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Radio.FollowMeleet } Response Radio.GetInPositionleet { scene "scenes/leet/Thanks01.vcd" //Thank you scene "scenes/leet/Thanks02.vcd" //Thank you my friend scene "scenes/leet/Thanks03.vcd" //With much thanks scene "scenes/leet/Thanks04.vcd" //Thank you } Rule Radio.GetInPositionleet { criteria TLK_Radio.GetInPosition Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Radio.GetInPositionleet } Response Radio.GetOutOfThereleet { scene "scenes/leet/BombTickingDown01.vcd" //It is going to explode scene "scenes/leet/BombTickingDown02.vcd" //We are going to do this scene "scenes/leet/BombTickingDown03.vcd" //They will not stop the bomb now! scene "scenes/leet/BombTickingDown05.vcd" //Get ready! It is going to explode } Rule Radio.GetOutOfThereleet { criteria TLK_Radio.GetOutOfThere Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Radio.GetOutOfThereleet } Response Radio.GoGoGoleet { scene "scenes/leet/radio_letsgo01.vcd" //Go go go! scene "scenes/leet/radio_letsgo02.vcd" //Move it! Move it! scene "scenes/leet/radio_letsgo03.vcd" //Forward scene "scenes/leet/radio_letsgo04.vcd" odds 5 //Let's go my brothers scene "scenes/leet/radio_letsgo05.vcd" odds 5 //Come on, come on, let's go scene "scenes/leet/radio_letsgo06.vcd" odds 5 //Let's go, victory awaits scene "scenes/leet/radio_letsgo07.vcd" //To victory scene "scenes/leet/radio_letsgo08.vcd" //Let's go! scene "scenes/leet/radio_letsgo09.vcd" //We must move scene "scenes/leet/radio_letsgo10.vcd" //Let's go! Let's go! scene "scenes/leet/radio_letsgo11.vcd" //Let's go! scene "scenes/leet/radio_letsgo12.vcd" //Move my brothers scene "scenes/leet/radio_letsgo13.vcd" odds 5 //Move my brothers, move! } Rule Radio.GoGoGoleet { criteria TLK_Radio.GoGoGo Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Radio.GoGoGoleet } Response Radio.HoldPositionleet { scene "scenes/leet/RadioBotHold01.vcd" //Hold here scene "scenes/leet/RadioBotHold02.vcd" //Cover this area scene "scenes/leet/RadioBotHold03.vcd" //Guard this area } Rule Radio.HoldPositionleet { criteria TLK_Radio.HoldPosition Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Radio.HoldPositionleet } Response Radio.InPositionleet { scene "scenes/leet/InPosition01.vcd" //I'm in position scene "scenes/leet/InPosition01.vcd" //I'm in position scene "scenes/leet/InPosition02.vcd" //I'm ready scene "scenes/leet/InPosition02.vcd" //I'm ready scene "scenes/leet/InPosition03.vcd" //I'm prepared scene "scenes/leet/InPosition03.vcd" //I'm prepared } Rule Radio.InPositionleet { criteria TLK_Radio.InPosition Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Radio.InPositionleet } Response radio.letsgoleet { scene "scenes/leet/radio_letsgo01.vcd" //Go go go! scene "scenes/leet/radio_letsgo02.vcd" //Move it! Move it! scene "scenes/leet/radio_letsgo03.vcd" //Forward scene "scenes/leet/radio_letsgo04.vcd" //Let's go my brothers scene "scenes/leet/radio_letsgo05.vcd" //Come on, come on, let's go scene "scenes/leet/radio_letsgo06.vcd" odds 5 //Let's go, victory awaits scene "scenes/leet/radio_letsgo07.vcd" odds 5 //To victory scene "scenes/leet/radio_letsgo08.vcd" //Let's go! scene "scenes/leet/radio_letsgo09.vcd" //We must move scene "scenes/leet/radio_letsgo10.vcd" //Let's go! Let's go! scene "scenes/leet/radio_letsgo11.vcd" //Let's go! scene "scenes/leet/radio_letsgo12.vcd" odds 5 //Move my brothers scene "scenes/leet/radio_letsgo13.vcd" odds 5 //Move my brothers, move! } Rule radio.letsgoleet { criteria TLK_radio.letsgo Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response radio.letsgoleet } Response radio.locknloadleet { scene "scenes/leet/radio_letsgo04.vcd" //Let's go my brothers scene "scenes/leet/radio_letsgo06.vcd" odds 5 //Let's go, victory awaits scene "scenes/leet/radio_letsgo08.vcd" //Let's go! scene "scenes/leet/radio_letsgo09.vcd" //We must move scene "scenes/leet/radio_letsgo10.vcd" //Let's go! Let's go! scene "scenes/leet/radio_locknload01.vcd" //So that we may be free scene "scenes/leet/radio_locknload02.vcd" //We will defeat the mercenaires scene "scenes/leet/radio_locknload03.vcd" //Be safe, let's go my friends scene "scenes/leet/radio_locknload04.vcd" //Take care of yourselves. scene "scenes/leet/radio_locknload05.vcd" //Let us go scene "scenes/leet/radio_locknload06.vcd" //We will make them cry scene "scenes/leet/radio_locknload07.vcd" //We will defeat the mercenaries scene "scenes/leet/radio_locknload08.vcd" //We will drive them from our lands scene "scenes/leet/radio_locknload09.vcd" //We shall rule the day scene "scenes/leet/radio_locknload10.vcd" //They shall regret this day } Rule radio.locknloadleet { criteria TLK_radio.locknload Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response radio.locknloadleet } Response Radio.Molotovleet { scene "scenes/leet/t_molotov01.vcd" //Molotov! scene "scenes/leet/t_molotov02.vcd" //Throwing fire. scene "scenes/leet/t_molotov04.vcd" //Throwing fire scene "scenes/leet/t_molotov05.vcd" //Burn! } Rule Radio.Molotovleet { criteria TLK_Radio.Molotov Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Radio.Molotovleet } Response Radio.NeedBackupleet { scene "scenes/leet/Radio_NeedBackup01.vcd" //I need more men scene "scenes/leet/Radio_NeedBackup02.vcd" //I need back-up scene "scenes/leet/Radio_NeedBackup03.vcd" //I'm outmatched scene "scenes/leet/Radio_NeedBackup04.vcd" //I'm being overrun } Rule Radio.NeedBackupleet { criteria TLK_Radio.NeedBackup Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Radio.NeedBackupleet } Response Radio.Negativeleet { scene "scenes/leet/Negative01.vcd" //Negative scene "scenes/leet/Negative02.vcd" //No my friend scene "scenes/leet/Negative03.vcd" //No scene "scenes/leet/Negative04.vcd" //Uh uh scene "scenes/leet/NegativeNo03.vcd" //I must say no scene "scenes/leet/NegativeNo04.vcd" //Of course not } Rule Radio.Negativeleet { criteria TLK_Radio.Negative Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Radio.Negativeleet } Response Radio.Regroupleet { scene "scenes/leet/RadioBotRegroup01.vcd" //Let us stay together scene "scenes/leet/RadioBotRegroup02.vcd" //Let us regroup scene "scenes/leet/RadioBotRegroup03.vcd" //Stick together } Rule Radio.Regroupleet { criteria TLK_Radio.Regroup Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Radio.Regroupleet } Response Radio.ReportingInleet { scene "scenes/leet/ReportingIn01.vcd" //I am here brothers scene "scenes/leet/ReportingIn02.vcd" //Here scene "scenes/leet/ReportingIn03.vcd" //Yes? } Rule Radio.ReportingInleet { criteria TLK_Radio.ReportingIn Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Radio.ReportingInleet } Response Radio.ReportInTeamleet { scene "scenes/leet/RequestReport01.vcd" //What do you see? scene "scenes/leet/RequestReport02.vcd" //What is happening? scene "scenes/leet/RequestReport03.vcd" //Check in scene "scenes/leet/RequestReport04.vcd" //Are you there? } Rule Radio.ReportInTeamleet { criteria TLK_Radio.ReportInTeam Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Radio.ReportInTeamleet } Response Radio.Rogerleet { scene "scenes/leet/Affirmative01.vcd" //Yes scene "scenes/leet/Affirmative03.vcd" //Agreed scene "scenes/leet/Agree06.vcd" //That is the plan } Rule Radio.Rogerleet { criteria TLK_Radio.Roger Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Radio.Rogerleet } Response Radio.SectorClearleet { scene "scenes/leet/ClearedArea02.vcd" //They are not here scene "scenes/leet/ClearedArea03.vcd" //They are not here } Rule Radio.SectorClearleet { criteria TLK_Radio.SectorClear Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Radio.SectorClearleet } Response Radio.Smokeleet { scene "scenes/leet/t_smoke01.vcd" //Smoke! scene "scenes/leet/t_smoke02.vcd" //Smoke! scene "scenes/leet/t_smoke03.vcd" //I'm throwing smoke. } Rule Radio.Smokeleet { criteria TLK_Radio.Smoke Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Radio.Smokeleet } Response Radio.StickTogetherleet { scene "scenes/leet/RadioBotRegroup01.vcd" //Let us stay together scene "scenes/leet/RadioBotRegroup03.vcd" //Stick together } Rule Radio.StickTogetherleet { criteria TLK_Radio.StickTogether Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Radio.StickTogetherleet } Response radio.takingfireleet { scene "scenes/leet/Radio_TakingFire01.vcd" //I am under fire scene "scenes/leet/Radio_TakingFire02.vcd" //I have found them! scene "scenes/leet/Radio_TakingFire03.vcd" //They are shooting at me scene "scenes/leet/Radio_TakingFire04.vcd" //They are firing at me scene "scenes/leet/Radio_TakingFire05.vcd" //I'm taking fire scene "scenes/leet/Radio_TakingFire06.vcd" //They are going to kill me scene "scenes/leet/Radio_TakingFire07.vcd" //They are shooting at me } Rule radio.takingfireleet { criteria TLK_radio.takingfire Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response radio.takingfireleet } Response Radio.TeamFallBackleet { scene "scenes/leet/RadioBotFallBack01.vcd" //Get back! scene "scenes/leet/RadioBotFallBack02.vcd" //Back! Back! scene "scenes/leet/RadioBotFallBack04.vcd" //Move back, move back } Rule Radio.TeamFallBackleet { criteria TLK_Radio.TeamFallBack Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Radio.TeamFallBackleet } Response Radio.Thanksleet { scene "scenes/leet/Thanks01.vcd" //Thank you scene "scenes/leet/Thanks02.vcd" //Thank you my friend scene "scenes/leet/Thanks03.vcd" //With much thanks scene "scenes/leet/Thanks04.vcd" //Thank you } Rule Radio.Thanksleet { criteria TLK_Radio.Thanks Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Radio.Thanksleet } Response Radio.YouTakeThePointleet { scene "scenes/leet/FollowingFriend01.vcd" //You lead the way scene "scenes/leet/FollowingFriend04.vcd" //You lead scene "scenes/leet/FollowingFriend05.vcd" //Lead the way my friend } Rule Radio.YouTakeThePointleet { criteria TLK_Radio.YouTakeThePoint Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Radio.YouTakeThePointleet } Response ReportingInleet { scene "scenes/leet/ReportingIn01.vcd" //I am here brothers scene "scenes/leet/ReportingIn02.vcd" //Here scene "scenes/leet/ReportingIn03.vcd" //Yes? } Rule ReportingInleet { criteria TLK_ReportingIn Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response ReportingInleet } Response RequestReportleet { scene "scenes/leet/RequestReport01.vcd" //What do you see? scene "scenes/leet/RequestReport02.vcd" //What is happening? scene "scenes/leet/RequestReport03.vcd" //Check in scene "scenes/leet/RequestReport04.vcd" //Are you there? } Rule RequestReportleet { criteria TLK_RequestReport Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response RequestReportleet } Response ScaredEmoteleet { scene "scenes/leet/ScaredEmote01.vcd" //This is not going well scene "scenes/leet/ScaredEmote02.vcd" //We are losing control scene "scenes/leet/ScaredEmote03.vcd" //We are losing control scene "scenes/leet/ScaredEmote04.vcd" //I don't know what to do scene "scenes/leet/ScaredEmote05.vcd" //Who will protect me? scene "scenes/leet/ScaredEmote07.vcd" //Aye yi yi yiiiiii } Rule ScaredEmoteleet { criteria TLK_ScaredEmote Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response ScaredEmoteleet } Response SniperKilledleet { scene "scenes/leet/SniperKilled01.vcd" //The sniper is down scene "scenes/leet/SniperKilled02.vcd" //Sniper is down scene "scenes/leet/SniperKilled03.vcd" //I have gotten the sniper scene "scenes/leet/SniperKilled04.vcd" //Sniper is no more } Rule SniperKilledleet { criteria TLK_SniperKilled Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response SniperKilledleet } Response SniperWarningleet { scene "scenes/leet/SniperWarning01.vcd" //Sniper! scene "scenes/leet/SniperWarning02.vcd" //Watch out, sniper! scene "scenes/leet/SniperWarning03.vcd" //Sniper! scene "scenes/leet/SniperWarning04.vcd" //There is a sniper here } Rule SniperWarningleet { criteria TLK_SniperWarning Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response SniperWarningleet } Response SpottedLooseBombleet { scene "scenes/leet/SpottedLooseBomb01.vcd" //We have dropped the bomb scene "scenes/leet/SpottedLooseBomb02.vcd" //The bomb is on the ground scene "scenes/leet/SpottedLooseBomb03.vcd" //We need that bomb scene "scenes/leet/SpottedLooseBomb04.vcd" //Someone must recover the bomb scene "scenes/leet/SpottedLooseBomb05.vcd" //We've lost the bomb scene "scenes/leet/SpottedLooseBomb06.vcd" //We've dropped the bomb scene "scenes/leet/SpottedLooseBomb07.vcd" //Get the bomb } Rule SpottedLooseBombleet { criteria TLK_SpottedLooseBomb Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response SpottedLooseBombleet } Response ThreeEnemiesLeftleet { scene "scenes/leet/ThreeEnemiesLeft01.vcd" //3 left scene "scenes/leet/ThreeEnemiesLeft02.vcd" //That makes 3 left scene "scenes/leet/ThreeEnemiesLeft03.vcd" //That makes 3 scene "scenes/leet/ThreeEnemiesLeft05.vcd" //3 mercenaries left } Rule ThreeEnemiesLeftleet { criteria TLK_ThreeEnemiesLeft Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response ThreeEnemiesLeftleet } Response TwoEnemiesLeftleet { scene "scenes/leet/TwoEnemiesLeft01.vcd" //They are down to two scene "scenes/leet/TwoEnemiesLeft02.vcd" //Only 2 men left scene "scenes/leet/TwoEnemiesLeft03.vcd" //2 men left scene "scenes/leet/TwoEnemiesLeft04.vcd" //That makes 2 left scene "scenes/leet/TwoEnemiesLeft05.vcd" //That makes 2 } Rule TwoEnemiesLeftleet { criteria TLK_TwoEnemiesLeft Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response TwoEnemiesLeftleet } Response WaitingHereleet { scene "scenes/leet/WaitingHere01.vcd" //I'm waiting here scene "scenes/leet/WaitingHere02.vcd" //I'll wait here scene "scenes/leet/WaitingHere03.vcd" //I shall stay here } Rule WaitingHereleet { criteria TLK_WaitingHere Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response WaitingHereleet } Response WonRoundleet { scene "scenes/leet/RadioBotEndSolid01.vcd" //Our will brought us victory scene "scenes/leet/RadioBotEndSolid02.vcd" //Remember this day my friends scene "scenes/leet/RadioBotEndSolid03.vcd" //We will remember this day scene "scenes/leet/RadioBotEndSolid04.vcd" //It is over scene "scenes/leet/RadioBotEndSolid05.vcd" //Each day we grow stronger scene "scenes/leet/RadioBotEndSolid06.vcd" //We have defeated the enemy } Rule WonRoundleet { criteria TLK_WonRound Isleet IsTalkleet NotSaidRoundEndleet ApplyContext "Talkleet:1:1,SaidRoundEndleet:1:10" applycontexttoworld Response WonRoundleet } Response WonRoundCleanleet { scene "scenes/leet/RadioBotEndClean01.vcd" //We defeated the mercenaries scene "scenes/leet/RadioBotEndClean02.vcd" //We all survived my brothers scene "scenes/leet/RadioBotEndClean06.vcd" //Today was our day } Rule WonRoundCleanleet { criteria TLK_WonRoundClean Isleet IsAllAlive IsTalkleet ApplyContext "Talkleet:1:1,SaidRoundEndleet:1:10" applycontexttoworld Response WonRoundCleanleet } Response WonRoundQuicklyleet { scene "scenes/leet/RadioBotEndClean03.vcd" //Victory is ours scene "scenes/leet/RadioBotEndClean04.vcd" //We slaughtered our enemies scene "scenes/leet/RadioBotEndClean05.vcd" //We are in full control scene "scenes/leet/RadioBotEndClean06.vcd" //Today was our day } Rule WonRoundQuicklyleet { criteria TLK_WonRoundQuickly Isleet IsTalkleet ApplyContext "Talkleet:1:1,SaidRoundEndleet:1:10" applycontexttoworld Response WonRoundQuicklyleet } Rule AgreeWithPlanleet { criteria TLK_AgreeWithPlan Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Agreeleet } Rule FollowingCommanderleet { criteria TLK_FollowingCommander Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response FollowingFriendleet } Rule FollowingSirleet { criteria TLK_FollowingSir Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response FollowingFriendleet } Rule NiceShotCommanderleet { criteria TLK_NiceShotCommander Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response NiceShotleet } Rule NiceShotSirleet { criteria TLK_NiceShotSir Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response NiceShotleet } Rule ThrillEmoteleet { criteria TLK_ThrillEmote Isleet IsTalkleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response OnARollBragleet } Rule EnemySpottedleet { criteria TLK_EnemySpotted Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response Radio.EnemySpottedleet } Rule radio.goleet { criteria TLK_radio.go Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response radio.letsgoleet } Rule radio.moveoutleet { criteria TLK_radio.moveout Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response radio.locknloadleet } Rule Radio.ReportInTeamleet { criteria TLK_Radio.ReportInTeam Isleet IsTalkleet ApplyContext "Talkleet:1:1" applycontexttoworld Response RequestReportleet }