//-------------------------------------------------------------------------------------------------------------- // phoenix Response Rule File //-------------------------------------------------------------------------------------------------------------- Criterion "NotSaidHelpphoenix" "worldSaidHelpphoenix" "!=1" "required" weight 0 Criterion "NotSaidPepTalkScaredphoenix" "worldSaidPepTalkScaredphoenix" "!=1" "required" weight 0 Criterion "NotSaidRoundEndphoenix" "worldSaidRoundEndphoenix" "!=1" "required" //-------------------------------------------------------------------------------------------------------------- // Radio //-------------------------------------------------------------------------------------------------------------- Response Affirmativephoenix { scene "scenes/phoenix/Affirmative01.vcd" //Affirmative scene "scenes/phoenix/Affirmative02.vcd" //Yes scene "scenes/phoenix/Affirmative03.vcd" //Yes } Rule Affirmativephoenix { criteria TLK_Affirmative Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Affirmativephoenix } Response Agreephoenix { scene "scenes/phoenix/Agree01.vcd" //Agreed scene "scenes/phoenix/Agree02.vcd" //I agree scene "scenes/phoenix/Agree03.vcd" //Of course scene "scenes/phoenix/Agree04.vcd" odds 3 //Yes, yes, yes scene "scenes/phoenix/Agree06.vcd" odds 3 //Dah scene "scenes/phoenix/Agree07.vcd" odds 3 //Why of course } Rule Agreephoenix { criteria TLK_Agree Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Agreephoenix } Response Blindedphoenix { scene "scenes/phoenix/Blinded01.vcd" //I'm blind scene "scenes/phoenix/Blinded05.vcd" //Can't see scene "scenes/phoenix/Blinded06.vcd" //Blinded! } Rule Blindedphoenix { criteria TLK_Blinded Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Blindedphoenix } Response Clearphoenix { scene "scenes/phoenix/Clear01.vcd" //All clear scene "scenes/phoenix/Clear02.vcd" //Clear scene "scenes/phoenix/Clear03.vcd" //Clear } Rule Clearphoenix { criteria TLK_Clear Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Clearphoenix } Response ClearedAreaphoenix { scene "scenes/phoenix/ClearedArea01.vcd" //No one is here scene "scenes/phoenix/ClearedArea02.vcd" //This area is clear scene "scenes/phoenix/ClearedArea03.vcd" //They are not here } Rule ClearedAreaphoenix { criteria TLK_ClearedArea Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response ClearedAreaphoenix } Response CoveringFriendphoenix { scene "scenes/phoenix/CoveringFriend01.vcd" //I have your back scene "scenes/phoenix/CoveringFriend02.vcd" //I'll cover you scene "scenes/phoenix/CoveringFriend03.vcd" //I'm covering you } Rule CoveringFriendphoenix { criteria TLK_CoveringFriend Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response CoveringFriendphoenix } Response DeathCryphoenix { scene "scenes/phoenix/t_death01.vcd" //Ahhhh! scene "scenes/phoenix/t_death02.vcd" //(exhale) scene "scenes/phoenix/t_death03.vcd" //Ohhhh scene "scenes/phoenix/t_death04.vcd" //(exhale) scene "scenes/phoenix/t_death05.vcd" //(exhale) } Rule DeathCryphoenix { criteria TLK_DeathCry Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response DeathCryphoenix } Response DefendingBombsiteAphoenix { scene "scenes/phoenix/DefendingBombsiteA01.vcd" //Watching bombsite A scene "scenes/phoenix/DefendingBombsiteA02.vcd" //Covering bombsite A scene "scenes/phoenix/DefendingBombsiteA03.vcd" //Staying at bombsite A scene "scenes/phoenix/DefendingBombsiteA04.vcd" //Guarding A } Rule DefendingBombsiteAphoenix { criteria TLK_DefendingBombsite Isphoenix IsTalkphoenix IsBombSiteA ApplyContext "Talkphoenix:1:1" applycontexttoworld Response DefendingBombsiteAphoenix } Response DefendingBombsiteBphoenix { scene "scenes/phoenix/DefendingBombsiteB01.vcd" //Watching bombsite B scene "scenes/phoenix/DefendingBombsiteB02.vcd" //Covering bombsite B scene "scenes/phoenix/DefendingBombsiteB03.vcd" //Staying at bombsite B scene "scenes/phoenix/DefendingBombsiteB04.vcd" //Guarding B scene "scenes/phoenix/DefendingBombsiteB05.vcd" //I will stay at bombsite B } Rule DefendingBombsiteBphoenix { criteria TLK_DefendingBombsite Isphoenix IsTalkphoenix IsBombSiteB ApplyContext "Talkphoenix:1:1" applycontexttoworld Response DefendingBombsiteBphoenix } Response Disagreephoenix { scene "scenes/phoenix/Disagree01.vcd" //No scene "scenes/phoenix/Disagree02.vcd" //I disagree scene "scenes/phoenix/Disagree03.vcd" //I would not agree scene "scenes/phoenix/Disagree05.vcd" //I disagree scene "scenes/phoenix/Disagree06.vcd" //That is not correct } Rule Disagreephoenix { criteria TLK_Disagree Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Disagreephoenix } Response EnemyDownphoenix { scene "scenes/phoenix/EnemyDown01.vcd" //He's down scene "scenes/phoenix/EnemyDown02.vcd" //I got one scene "scenes/phoenix/EnemyDown03.vcd" //Got 'em scene "scenes/phoenix/EnemyDown04.vcd" //Yes! scene "scenes/phoenix/EnemyDown05.vcd" //I got 'em scene "scenes/phoenix/EnemyDown06.vcd" //I hit him! scene "scenes/phoenix/EnemyDown07.vcd" //Take that scene "scenes/phoenix/EnemyDown08.vcd" //He's down! scene "scenes/phoenix/EnemyDown09.vcd" //Got one. } Rule EnemyDownphoenix { criteria TLK_EnemyDown Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response EnemyDownphoenix } Response FollowingFriendphoenix { scene "scenes/phoenix/FollowingFriend01.vcd" //You lead the way scene "scenes/phoenix/FollowingFriend02.vcd" //Go, I'm with you scene "scenes/phoenix/FollowingFriend03.vcd" //Lead the way scene "scenes/phoenix/FollowingFriend04.vcd" //You lead scene "scenes/phoenix/FollowingFriend05.vcd" //Lead the way } Rule FollowingFriendphoenix { criteria TLK_FollowingFriend Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response FollowingFriendphoenix } Response FriendlyFirephoenix { scene "scenes/phoenix/FriendlyFire01.vcd" //Do not shoot me scene "scenes/phoenix/FriendlyFire02.vcd" //Are you stupid? scene "scenes/phoenix/FriendlyFire03.vcd" //Stop shooting me scene "scenes/phoenix/FriendlyFire04.vcd" //You are shooting me scene "scenes/phoenix/FriendlyFire05.vcd" //STOP.SHOOTING.ME. scene "scenes/phoenix/FriendlyFire06.vcd" //Don't make me shoot you back scene "scenes/phoenix/FriendlyFire07.vcd" //I am not the enemy! } Rule FriendlyFirephoenix { criteria TLK_FriendlyFire Isphoenix IsTalkphoenix IsBDamage ApplyContext "Talkphoenix:1:1" applycontexttoworld Response FriendlyFirephoenix } Response FriendlyFireNoBphoenix { scene "scenes/phoenix/FriendlyFire02.vcd" //Are you stupid? scene "scenes/phoenix/FriendlyFire07.vcd" //I am not the enemy! } Rule FriendlyFireNoBphoenix { criteria TLK_FriendlyFire Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response FriendlyFireNoBphoenix } Response GoingToGuardHostageEscapeZonephoenix { scene "scenes/phoenix/GoingToGuardHostageEscapeZone01.vcd" //I'll guard their escape scene "scenes/phoenix/GoingToGuardHostageEscapeZone02.vcd" //I'm heading to their escape area scene "scenes/phoenix/GoingToGuardHostageEscapeZone03.vcd" //I'll surprise them at their escape area } Rule GoingToGuardHostageEscapeZonephoenix { criteria TLK_GoingToGuardHostageEscapeZone Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response GoingToGuardHostageEscapeZonephoenix } Response GoingToPlantBombphoenix { scene "scenes/phoenix/GoingToPlantBomb01.vcd" //Going to plant the bomb scene "scenes/phoenix/GoingToPlantBomb02.vcd" //I am going to plant the bomb scene "scenes/phoenix/GoingToPlantBomb03.vcd" //I will plant the bomb } Rule GoingToPlantBombphoenix { criteria TLK_GoingToPlantBomb Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response GoingToPlantBombphoenix } Response GoingToPlantBombAphoenix { scene "scenes/phoenix/GoingToPlantBombA01.vcd" //Taking the bomb to A scene "scenes/phoenix/GoingToPlantBombA02.vcd" //I am going to plant the bomb at A scene "scenes/phoenix/GoingToPlantBombA03.vcd" //I am taking the bomb to A } Rule GoingToPlantBombAphoenix { criteria TLK_GoingToPlantBomb Isphoenix IsTalkphoenix IsBombSiteA ApplyContext "Talkphoenix:1:1" applycontexttoworld Response GoingToPlantBombAphoenix } Response GoingToPlantBombBphoenix { scene "scenes/phoenix/GoingToPlantBombB01.vcd" //I am going to plant the bomb at B scene "scenes/phoenix/GoingToPlantBombB02.vcd" //Taking the bomb to B } Rule GoingToPlantBombBphoenix { criteria TLK_GoingToPlantBomb Isphoenix IsTalkphoenix IsBombSiteB ApplyContext "Talkphoenix:1:1" applycontexttoworld Response GoingToPlantBombBphoenix } Response HeardNoisephoenix { scene "scenes/phoenix/HeardNoise01.vcd" //Did you hear that? scene "scenes/phoenix/HeardNoise02.vcd" //What was that noise? scene "scenes/phoenix/HeardNoise03.vcd" //I think I heard something scene "scenes/phoenix/HeardNoise05.vcd" //I think I heard someone } Rule HeardNoisephoenix { criteria TLK_HeardNoise Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response HeardNoisephoenix } Response helpphoenix { scene "scenes/phoenix/help01.vcd" //Aye, Aye, Aye... I need help here scene "scenes/phoenix/help02.vcd" //Aye, Aye, Aye... I need help here scene "scenes/phoenix/help03.vcd" //Help! scene "scenes/phoenix/help04.vcd" //I need help scene "scenes/phoenix/help05.vcd" //Need help } Rule helpphoenix { criteria TLK_help Isphoenix ApplyContext "Talkphoenix:1:1,SaidHelpphoenix:1:3" applycontexttoworld Response helpphoenix } Response InCombatphoenix { scene "scenes/phoenix/InCombat01.vcd" //Attacking! scene "scenes/phoenix/InCombat02.vcd" //I'm going to kill them all scene "scenes/phoenix/InCombat03.vcd" //Attacking scene "scenes/phoenix/InCombat04.vcd" //I'm attacking scene "scenes/phoenix/InCombat05.vcd" //I am firing scene "scenes/phoenix/InCombat06.vcd" //You will all die! scene "scenes/phoenix/InCombat07.vcd" //Take this scene "scenes/phoenix/InCombat08.vcd" //You are going to die scene "scenes/phoenix/InCombat09.vcd" //You are all going to die scene "scenes/phoenix/InCombat10.vcd" //Every last one of you is going to die } Rule InCombatphoenix { criteria TLK_InCombat Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response InCombatphoenix } Response KilledFriendphoenix { scene "scenes/phoenix/KilledFriend01.vcd" //What is going on? scene "scenes/phoenix/KilledFriend02.vcd" //Do not kill our friends scene "scenes/phoenix/KilledFriend03.vcd" //Stop. You have killed your own. scene "scenes/phoenix/KilledFriend04.vcd" //Are you crazy? Stop! scene "scenes/phoenix/KilledFriend05.vcd" //Quit being stupid } Rule KilledFriendphoenix { criteria TLK_KilledFriend Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response KilledFriendphoenix } Response KilledMyEnemyphoenix { scene "scenes/phoenix/EnemyDown01.vcd" //He's down scene "scenes/phoenix/EnemyDown03.vcd" //Got 'em scene "scenes/phoenix/EnemyDown08.vcd" //He's down! } Rule KilledMyEnemyphoenix { criteria TLK_KilledMyEnemy Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response KilledMyEnemyphoenix } Response LastManStandingphoenix { scene "scenes/phoenix/LastManStanding01.vcd" //I have won! scene "scenes/phoenix/LastManStanding02.vcd" //I am victorious scene "scenes/phoenix/LastManStanding03.vcd" //You did not kill me! scene "scenes/phoenix/LastManStanding04.vcd" //I live scene "scenes/phoenix/LastManStanding05.vcd" //You will never kill me scene "scenes/phoenix/LastManStanding06.vcd" //I am still alive scene "scenes/phoenix/LastManStanding07.vcd" //I have killed you all } Rule LastManStandingphoenix { criteria TLK_LastManStanding Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response LastManStandingphoenix } Response LostEnemyphoenix { scene "scenes/phoenix/LostEnemy01.vcd" //I've lost them scene "scenes/phoenix/LostEnemy02.vcd" //They've gotten away scene "scenes/phoenix/LostEnemy03.vcd" //I lost them scene "scenes/phoenix/LostEnemy04.vcd" //They have escaped me } Rule LostEnemyphoenix { criteria TLK_LostEnemy Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response LostEnemyphoenix } Response Map_Backphoenix { scene "scenes/phoenix/tmap_cs_source01.vcd" //Back scene "scenes/phoenix/tmap_cs_source02.vcd" //In the back scene "scenes/phoenix/tmap_cs_source03.vcd" //Checking the back } Rule Map_Backphoenix { criteria TLK_Map_Back Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Map_Backphoenix } Response Map_Bridgephoenix { scene "scenes/phoenix/tmap_cs_source09.vcd" //Bridge scene "scenes/phoenix/tmap_cs_source10.vcd" //On the Bridge scene "scenes/phoenix/tmap_cs_source11.vcd" //Checking the Bridge } Rule Map_Bridgephoenix { criteria TLK_Map_Bridge Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Map_Bridgephoenix } Response Map_CTSpawnphoenix { scene "scenes/phoenix/tmap_de_dust13.vcd" //At their entry point scene "scenes/phoenix/tmap_de_dust14.vcd" //Checking their entry point scene "scenes/phoenix/tmap_de_dust15.vcd" //By where they started } Rule Map_CTSpawnphoenix { criteria TLK_Map_CTSpawn Isphoenix IsTalkphoenix IsNotar_shoots ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Map_CTSpawnphoenix } Response Map_DoubleDoorsphoenix { scene "scenes/phoenix/tmap_cs_source18.vcd" //Double Doors scene "scenes/phoenix/tmap_cs_source19.vcd" //Double Doors Double Doors scene "scenes/phoenix/tmap_cs_source20.vcd" //Going through the double doors } Rule Map_DoubleDoorsphoenix { criteria TLK_Map_DoubleDoors Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Map_DoubleDoorsphoenix } Response Map_Overpassphoenix { scene "scenes/phoenix/tmap_cs_source82.vcd" //Overpass scene "scenes/phoenix/tmap_cs_source83.vcd" //Checking the overpass scene "scenes/phoenix/tmap_cs_source84.vcd" //At the overpass } Rule Map_Overpassphoenix { criteria TLK_Map_Overpass Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Map_Overpassphoenix } Response Map_Stairwellphoenix { scene "scenes/phoenix/tmap_cs_office04.vcd" //Stair well scene "scenes/phoenix/tmap_cs_office05.vcd" //Covering the stair well scene "scenes/phoenix/tmap_cs_office06.vcd" //In the stair well } Rule Map_Stairwellphoenix { criteria TLK_Map_Stairwell Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Map_Stairwellphoenix } Response Map_TRampphoenix { scene "scenes/phoenix/tmap_cs_source40.vcd" //Our Ramp scene "scenes/phoenix/tmap_cs_source41.vcd" //Checking our ramp scene "scenes/phoenix/tmap_cs_source42.vcd" //At our ramp } Rule Map_TRampphoenix { criteria TLK_Map_TRamp Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Map_TRampphoenix } Response Map_TSpawnphoenix { scene "scenes/phoenix/tmap_de_dust22.vcd" //Back at our start scene "scenes/phoenix/tmap_de_dust23.vcd" //At our start point scene "scenes/phoenix/tmap_de_dust24.vcd" //Checking our start point } Rule Map_TSpawnphoenix { criteria TLK_Map_TSpawn Isphoenix IsTalkphoenix IsNotar_shoots ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Map_TSpawnphoenix } Response Negativephoenix { scene "scenes/phoenix/Negative01.vcd" //Negative scene "scenes/phoenix/Negative02.vcd" //No scene "scenes/phoenix/Negative03.vcd" //No, no, no, no. scene "scenes/phoenix/Negative04.vcd" //Uh uh } Rule Negativephoenix { criteria TLK_Negative Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Negativephoenix } Response NiceShotphoenix { scene "scenes/phoenix/NiceShot01.vcd" //Good shot scene "scenes/phoenix/NiceShot02.vcd" //Good shooting scene "scenes/phoenix/NiceShot03.vcd" //Very good scene "scenes/phoenix/NiceShot04.vcd" //Very nice scene "scenes/phoenix/NiceShot05.vcd" //Nice shot scene "scenes/phoenix/NiceShot06.vcd" //Nice shooting scene "scenes/phoenix/NiceShot07.vcd" //Nice shot, Nice shot scene "scenes/phoenix/NiceShot08.vcd" //You got him scene "scenes/phoenix/NiceShot09.vcd" //Nice! Nice! scene "scenes/phoenix/NiceShot10.vcd" //You killed him scene "scenes/phoenix/NiceShot11.vcd" //Leave some for me scene "scenes/phoenix/NiceShot12.vcd" //You killed one scene "scenes/phoenix/NiceShot13.vcd" //Very good! } Rule NiceShotphoenix { criteria TLK_NiceShot Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response NiceShotphoenix } Response OnARollBragphoenix { scene "scenes/phoenix/OnARollBrag01.vcd" //Yes! scene "scenes/phoenix/OnARollBrag02.vcd" //You are stupid to think you will win. scene "scenes/phoenix/OnARollBrag03.vcd" //yes, Yes, YES! scene "scenes/phoenix/OnARollBrag04.vcd" //You think you can kill us!?!? scene "scenes/phoenix/OnARollBrag05.vcd" //We cannot be killed! scene "scenes/phoenix/OnARollBrag06.vcd" //Fear us! scene "scenes/phoenix/OnARollBrag07.vcd" //You will all die scene "scenes/phoenix/OnARollBrag08.vcd" //I fear no man! scene "scenes/phoenix/OnARollBrag09.vcd" //We are the best scene "scenes/phoenix/OnARollBrag10.vcd" //We will stomp your little skulls scene "scenes/phoenix/OnARollBrag11.vcd" //Run little girls, run! scene "scenes/phoenix/OnARollBrag12.vcd" //Fear us! scene "scenes/phoenix/OnARollBrag13.vcd" //Where are the real men?!? scene "scenes/phoenix/OnARollBrag14.vcd" //You will cry like babies before you die scene "scenes/phoenix/OnARollBrag15.vcd" //We will dance on your graves } Rule OnARollBragphoenix { criteria TLK_OnARollBrag Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response OnARollBragphoenix } Response OneEnemyLeftphoenix { scene "scenes/phoenix/OneEnemyLeft04.vcd" //Only one left scene "scenes/phoenix/OneEnemyLeft05.vcd" //1 man left scene "scenes/phoenix/OneEnemyLeft06.vcd" //Only 1 man left scene "scenes/phoenix/OneEnemyLeft08.vcd" //Only one left scene "scenes/phoenix/OneEnemyLeft10.vcd" //One idiot left scene "scenes/phoenix/OneEnemyLeft11.vcd" //One stupid man is left scene "scenes/phoenix/OneEnemyLeft12.vcd" //One left. Let's kill him already } Rule OneEnemyLeftphoenix { criteria TLK_OneEnemyLeft Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response OneEnemyLeftphoenix } Response OnMyWayphoenix { scene "scenes/phoenix/OnMyWay01.vcd" //I'm on my way scene "scenes/phoenix/OnMyWay02.vcd" //On my way scene "scenes/phoenix/OnMyWay03.vcd" //Coming scene "scenes/phoenix/OnMyWay04.vcd" //Heading that way } Rule OnMyWayphoenix { criteria TLK_OnMyWay Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response OnMyWayphoenix } Response PepTalkScaredphoenix { scene "scenes/phoenix/PepTalk01.vcd" //We can do this scene "scenes/phoenix/PepTalk02.vcd" //This is where we get our revenge scene "scenes/phoenix/PepTalk03.vcd" //We must fight! scene "scenes/phoenix/PepTalk07.vcd" //On to victory } Rule PepTalkScaredphoenix { criteria TLK_ScaredEmote Isphoenix IsEarlyInRound IsTalkphoenix NotSaidPepTalkScaredphoenix ApplyContext "Talkphoenix:1:1,SaidPepTalkScaredphoenix:1:15" applycontexttoworld Response PepTalkScaredphoenix } Response PinnedDownphoenix { scene "scenes/phoenix/PinnedDown01.vcd" //I'm pinned scene "scenes/phoenix/PinnedDown02.vcd" //I'm under fire scene "scenes/phoenix/PinnedDown03.vcd" //They have me pinned } Rule PinnedDownphoenix { criteria TLK_PinnedDown Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response PinnedDownphoenix } Response PlantingBombphoenix { scene "scenes/phoenix/PlantingBomb01.vcd" //Planting scene "scenes/phoenix/PlantingBomb02.vcd" //I am planting the bomb scene "scenes/phoenix/PlantingBomb03.vcd" //I'm planting scene "scenes/phoenix/PlantingBomb04.vcd" //Activating the bomb } Rule PlantingBombphoenix { criteria TLK_PlantingBomb Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1,SaidBombPlant:1:20" applycontexttoworld Response PlantingBombphoenix } Response Radio.Affirmitivephoenix { scene "scenes/phoenix/Affirmative01.vcd" //Affirmative scene "scenes/phoenix/Affirmative02.vcd" //Yes scene "scenes/phoenix/Affirmative03.vcd" //Yes } Rule Radio.Affirmitivephoenix { criteria TLK_Radio.Affirmitive Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Radio.Affirmitivephoenix } Response Radio.Cheerphoenix { scene "scenes/phoenix/OnARollBrag01.vcd" //Yes! scene "scenes/phoenix/OnARollBrag02.vcd" //You are stupid to think you will win. scene "scenes/phoenix/OnARollBrag03.vcd" //yes, Yes, YES! scene "scenes/phoenix/OnARollBrag04.vcd" //You think you can kill us!?!? scene "scenes/phoenix/OnARollBrag05.vcd" //We cannot be killed! scene "scenes/phoenix/OnARollBrag06.vcd" //Fear us! scene "scenes/phoenix/OnARollBrag07.vcd" //You will all die scene "scenes/phoenix/OnARollBrag08.vcd" //I fear no man! scene "scenes/phoenix/OnARollBrag09.vcd" //We are the best scene "scenes/phoenix/OnARollBrag10.vcd" //We will stomp your little skulls scene "scenes/phoenix/OnARollBrag11.vcd" //Run little girls, run! scene "scenes/phoenix/OnARollBrag12.vcd" //Fear us! scene "scenes/phoenix/OnARollBrag13.vcd" //Where are the real men?!? scene "scenes/phoenix/OnARollBrag14.vcd" //You will cry like babies before you die scene "scenes/phoenix/OnARollBrag15.vcd" //We will dance on your graves } Rule Radio.Cheerphoenix { criteria TLK_Radio.Cheer Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Radio.Cheerphoenix } Response Radio.Complimentphoenix { scene "scenes/phoenix/OnARollBrag01.vcd" //Yes! scene "scenes/phoenix/OnARollBrag02.vcd" //You are stupid to think you will win. scene "scenes/phoenix/OnARollBrag03.vcd" //yes, Yes, YES! scene "scenes/phoenix/OnARollBrag04.vcd" //You think you can kill us!?!? scene "scenes/phoenix/OnARollBrag05.vcd" //We cannot be killed! scene "scenes/phoenix/OnARollBrag06.vcd" //Fear us! scene "scenes/phoenix/OnARollBrag07.vcd" //You will all die scene "scenes/phoenix/OnARollBrag08.vcd" //I fear no man! scene "scenes/phoenix/OnARollBrag09.vcd" //We are the best scene "scenes/phoenix/OnARollBrag10.vcd" //We will stomp your little skulls scene "scenes/phoenix/OnARollBrag11.vcd" //Run little girls, run! scene "scenes/phoenix/OnARollBrag12.vcd" //Fear us! scene "scenes/phoenix/OnARollBrag13.vcd" //Where are the real men?!? scene "scenes/phoenix/OnARollBrag14.vcd" //You will cry like babies before you die scene "scenes/phoenix/OnARollBrag15.vcd" //We will dance on your graves } Rule Radio.Complimentphoenix { criteria TLK_Radio.Compliment Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Radio.Complimentphoenix } Response Radio.CoverMephoenix { scene "scenes/phoenix/CoverMe01.vcd" //Cover me scene "scenes/phoenix/CoverMe02.vcd" //Watch my back scene "scenes/phoenix/CoverMe03.vcd" //Cover me } Rule Radio.CoverMephoenix { criteria TLK_Radio.CoverMe Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Radio.CoverMephoenix } Response Radio.Decoyphoenix { scene "scenes/phoenix/t_decoy01.vcd" //Decoy! scene "scenes/phoenix/t_decoy02.vcd" //Decoy's out scene "scenes/phoenix/t_decoy03.vcd" //Throwing a decoy } Rule Radio.Decoyphoenix { criteria TLK_Radio.Decoy Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Radio.Decoyphoenix } Response Radio.EnemyDownphoenix { scene "scenes/phoenix/EnemyDown01.vcd" //He's down scene "scenes/phoenix/EnemyDown03.vcd" //Got 'em scene "scenes/phoenix/EnemyDown08.vcd" //He's down! } Rule Radio.EnemyDownphoenix { criteria TLK_Radio.EnemyDown Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Radio.EnemyDownphoenix } Response Radio.EnemySpottedphoenix { scene "scenes/phoenix/Radio_EnemySpotted01.vcd" //There is one scene "scenes/phoenix/Radio_EnemySpotted02.vcd" //I see them scene "scenes/phoenix/Radio_EnemySpotted03.vcd" //I can see them scene "scenes/phoenix/Radio_EnemySpotted04.vcd" //I see 'em, let's kill them } Rule Radio.EnemySpottedphoenix { criteria TLK_Radio.EnemySpotted Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Radio.EnemySpottedphoenix } Response Radio.FireInTheHolephoenix { scene "scenes/phoenix/t_grenade02.vcd" //Grenade out! scene "scenes/phoenix/t_grenade04.vcd" //Grenade! scene "scenes/phoenix/t_grenade05.vcd" //I'm throwing a grenade. } Rule Radio.FireInTheHolephoenix { criteria TLK_Radio.FireInTheHole Isphoenix IsTalkphoenix IsNottraining1 ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Radio.FireInTheHolephoenix } Response Radio.Flashbangphoenix { scene "scenes/phoenix/t_flashbang01.vcd" //Flashbang scene "scenes/phoenix/t_flashbang02.vcd" //Throwing a Flashbang scene "scenes/phoenix/t_flashbang03.vcd" //I'm throwing a Flashbang } Rule Radio.Flashbangphoenix { criteria TLK_Radio.Flashbang Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Radio.Flashbangphoenix } Response Radio.FollowMephoenix { scene "scenes/phoenix/Radio_FollowMe01.vcd" //Follow me scene "scenes/phoenix/Radio_FollowMe02.vcd" //This way scene "scenes/phoenix/Radio_FollowMe03.vcd" //Let's go this way scene "scenes/phoenix/Radio_FollowMe04.vcd" //You. Follow me scene "scenes/phoenix/Radio_FollowMe05.vcd" //Come follow me scene "scenes/phoenix/Radio_FollowMe06.vcd" //I will lead the way } Rule Radio.FollowMephoenix { criteria TLK_Radio.FollowMe Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Radio.FollowMephoenix } Response Radio.GetInPositionphoenix { scene "scenes/phoenix/Thanks01.vcd" //Thank you scene "scenes/phoenix/Thanks02.vcd" //Thank you brother scene "scenes/phoenix/Thanks04.vcd" //Thank you } Rule Radio.GetInPositionphoenix { criteria TLK_Radio.GetInPosition Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Radio.GetInPositionphoenix } Response Radio.GetOutOfTherephoenix { scene "scenes/phoenix/BombTickingDown01.vcd" //It is going to explode scene "scenes/phoenix/BombTickingDown02.vcd" //We are going to win! scene "scenes/phoenix/BombTickingDown03.vcd" //We are going to do this scene "scenes/phoenix/BombTickingDown04.vcd" //They cannot stop us now! scene "scenes/phoenix/BombTickingDown05.vcd" //The bomb is ticking down! } Rule Radio.GetOutOfTherephoenix { criteria TLK_Radio.GetOutOfThere Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Radio.GetOutOfTherephoenix } Response Radio.GoGoGophoenix { scene "scenes/phoenix/radio_letsgo01.vcd" //Go go go! scene "scenes/phoenix/radio_letsgo02.vcd" //Let's go! scene "scenes/phoenix/radio_letsgo03.vcd" //Move it! Move it! scene "scenes/phoenix/radio_letsgo04.vcd" //Forward scene "scenes/phoenix/radio_letsgo05.vcd" //Let's go my brothers scene "scenes/phoenix/radio_letsgo06.vcd" //Come on, come on, let's go scene "scenes/phoenix/radio_letsgo07.vcd" //Let's go scene "scenes/phoenix/radio_letsgo08.vcd" //We must move scene "scenes/phoenix/radio_letsgo09.vcd" //Let's go! Let's go! } Rule Radio.GoGoGophoenix { criteria TLK_Radio.GoGoGo Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Radio.GoGoGophoenix } Response Radio.HoldPositionphoenix { scene "scenes/phoenix/RadioBotHold01.vcd" //Hold here scene "scenes/phoenix/RadioBotHold02.vcd" //Cover this area scene "scenes/phoenix/RadioBotHold03.vcd" //Guard this area } Rule Radio.HoldPositionphoenix { criteria TLK_Radio.HoldPosition Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Radio.HoldPositionphoenix } Response Radio.InPositionphoenix { scene "scenes/phoenix/InPosition01.vcd" //I'm in position scene "scenes/phoenix/InPosition01.vcd" //I'm in position scene "scenes/phoenix/InPosition02.vcd" //I'm ready scene "scenes/phoenix/InPosition02.vcd" //I'm ready scene "scenes/phoenix/InPosition03.vcd" //I'm prepared scene "scenes/phoenix/InPosition03.vcd" //I'm prepared } Rule Radio.InPositionphoenix { criteria TLK_Radio.InPosition Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Radio.InPositionphoenix } Response radio.letsgophoenix { scene "scenes/phoenix/radio_letsgo01.vcd" //Go go go! scene "scenes/phoenix/radio_letsgo02.vcd" //Let's go! scene "scenes/phoenix/radio_letsgo03.vcd" //Move it! Move it! scene "scenes/phoenix/radio_letsgo04.vcd" //Forward scene "scenes/phoenix/radio_letsgo05.vcd" //Let's go my brothers scene "scenes/phoenix/radio_letsgo06.vcd" //Come on, come on, let's go scene "scenes/phoenix/radio_letsgo07.vcd" //Let's go scene "scenes/phoenix/radio_letsgo08.vcd" //We must move scene "scenes/phoenix/radio_letsgo09.vcd" //Let's go! Let's go! } Rule radio.letsgophoenix { criteria TLK_radio.letsgo Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response radio.letsgophoenix } Response radio.locknloadphoenix { scene "scenes/phoenix/radio_letsgo05.vcd" //Let's go my brothers scene "scenes/phoenix/radio_letsgo06.vcd" //Come on, come on, let's go scene "scenes/phoenix/radio_locknload01.vcd" //We must win scene "scenes/phoenix/radio_locknload02.vcd" //Together we can do this scene "scenes/phoenix/radio_locknload03.vcd" //We must work together scene "scenes/phoenix/radio_locknload04.vcd" //Let us go scene "scenes/phoenix/radio_locknload05.vcd" //We will make them regret this day scene "scenes/phoenix/radio_locknload06.vcd" //It is time now my brothers scene "scenes/phoenix/radio_locknload07.vcd" //Now is the time scene "scenes/phoenix/radio_locknload08.vcd" //No more talking, now we fight scene "scenes/phoenix/radio_locknload09.vcd" //This is our fight, let's do it. scene "scenes/phoenix/radio_locknload10.vcd" //This is what we have been working for scene "scenes/phoenix/radio_locknload11.vcd" //Guys I tell you, we kill them all! scene "scenes/phoenix/radio_locknload12.vcd" //This is easy, we kill them and then we go home } Rule radio.locknloadphoenix { criteria TLK_radio.locknload Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response radio.locknloadphoenix } Response Radio.Molotovphoenix { scene "scenes/phoenix/t_molotov01.vcd" //Throwing fire. scene "scenes/phoenix/t_molotov02.vcd" //Molotov! scene "scenes/phoenix/t_molotov03.vcd" //Molotov! scene "scenes/phoenix/t_molotov04.vcd" //Throwing fire scene "scenes/phoenix/t_molotov05.vcd" //I'm throwing fire scene "scenes/phoenix/t_molotov07.vcd" //Burn! } Rule Radio.Molotovphoenix { criteria TLK_Radio.Molotov Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Radio.Molotovphoenix } Response Radio.NeedBackupphoenix { scene "scenes/phoenix/Radio_NeedBackup01.vcd" //Need backup! scene "scenes/phoenix/Radio_NeedBackup02.vcd" //I need backup scene "scenes/phoenix/Radio_NeedBackup03.vcd" //Need backup! scene "scenes/phoenix/Radio_NeedBackup05.vcd" //I'm being overrun! scene "scenes/phoenix/Radio_NeedBackup06.vcd" //Too many of them for me } Rule Radio.NeedBackupphoenix { criteria TLK_Radio.NeedBackup Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Radio.NeedBackupphoenix } Response Radio.Negativephoenix { scene "scenes/phoenix/Negative01.vcd" //Negative scene "scenes/phoenix/Negative02.vcd" //No scene "scenes/phoenix/Negative03.vcd" //No, no, no, no. scene "scenes/phoenix/Negative04.vcd" //Uh uh scene "scenes/phoenix/NegativeNo05.vcd" //Nyet } Rule Radio.Negativephoenix { criteria TLK_Radio.Negative Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Radio.Negativephoenix } Response Radio.Regroupphoenix { scene "scenes/phoenix/RadioBotRegroup01.vcd" //Stay together scene "scenes/phoenix/RadioBotRegroup02.vcd" //Everyone together scene "scenes/phoenix/RadioBotRegroup03.vcd" //Regroup } Rule Radio.Regroupphoenix { criteria TLK_Radio.Regroup Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Radio.Regroupphoenix } Response Radio.ReportingInphoenix { scene "scenes/phoenix/ReportingIn01.vcd" //I'm here scene "scenes/phoenix/ReportingIn02.vcd" //Here scene "scenes/phoenix/ReportingIn03.vcd" //Yes? scene "scenes/phoenix/ReportingIn04.vcd" //Guy, what do you want? } Rule Radio.ReportingInphoenix { criteria TLK_Radio.ReportingIn Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Radio.ReportingInphoenix } Response Radio.ReportInTeamphoenix { scene "scenes/phoenix/RequestReport01.vcd" //What is happening? scene "scenes/phoenix/RequestReport02.vcd" //What do you see? scene "scenes/phoenix/RequestReport03.vcd" //Check in } Rule Radio.ReportInTeamphoenix { criteria TLK_Radio.ReportInTeam Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Radio.ReportInTeamphoenix } Response Radio.Rogerphoenix { scene "scenes/phoenix/Affirmative02.vcd" //Yes scene "scenes/phoenix/Affirmative03.vcd" //Yes scene "scenes/phoenix/Agree03.vcd" //Of course scene "scenes/phoenix/Agree04.vcd" //Yes, yes, yes } Rule Radio.Rogerphoenix { criteria TLK_Radio.Roger Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Radio.Rogerphoenix } Response Radio.SectorClearphoenix { scene "scenes/phoenix/ClearedArea01.vcd" //No one is here scene "scenes/phoenix/ClearedArea02.vcd" //This area is clear scene "scenes/phoenix/ClearedArea03.vcd" //They are not here } Rule Radio.SectorClearphoenix { criteria TLK_Radio.SectorClear Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Radio.SectorClearphoenix } Response Radio.Smokephoenix { scene "scenes/phoenix/t_smoke01.vcd" //Smoke! scene "scenes/phoenix/t_smoke02.vcd" //Smoke! scene "scenes/phoenix/t_smoke03.vcd" //Throwing smoke. } Rule Radio.Smokephoenix { criteria TLK_Radio.Smoke Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Radio.Smokephoenix } Response Radio.StickTogetherphoenix { scene "scenes/phoenix/RadioBotRegroup01.vcd" //Stay together scene "scenes/phoenix/RadioBotRegroup02.vcd" //Everyone together } Rule Radio.StickTogetherphoenix { criteria TLK_Radio.StickTogether Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Radio.StickTogetherphoenix } Response radio.takingfirephoenix { scene "scenes/phoenix/Radio_TakingFire01.vcd" //I am under fire scene "scenes/phoenix/Radio_TakingFire02.vcd" //They are shooting at me scene "scenes/phoenix/Radio_TakingFire03.vcd" //They want to kill me scene "scenes/phoenix/Radio_TakingFire04.vcd" //They are firing at me scene "scenes/phoenix/Radio_TakingFire05.vcd" //They are trying to kill me scene "scenes/phoenix/Radio_TakingFire06.vcd" //They are shooting at me } Rule radio.takingfirephoenix { criteria TLK_radio.takingfire Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response radio.takingfirephoenix } Response Radio.TeamFallBackphoenix { scene "scenes/phoenix/RadioBotFallBack01.vcd" //Get back! scene "scenes/phoenix/RadioBotFallBack02.vcd" //Back! Back! scene "scenes/phoenix/RadioBotFallBack03.vcd" //Back! Back! } Rule Radio.TeamFallBackphoenix { criteria TLK_Radio.TeamFallBack Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Radio.TeamFallBackphoenix } Response Radio.Thanksphoenix { scene "scenes/phoenix/Thanks01.vcd" //Thank you scene "scenes/phoenix/Thanks02.vcd" //Thank you brother scene "scenes/phoenix/Thanks04.vcd" //Thank you } Rule Radio.Thanksphoenix { criteria TLK_Radio.Thanks Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Radio.Thanksphoenix } Response Radio.YouTakeThePointphoenix { scene "scenes/phoenix/FollowingFriend01.vcd" //You lead the way scene "scenes/phoenix/FollowingFriend02.vcd" //Go, I'm with you scene "scenes/phoenix/FollowingFriend03.vcd" //Lead the way } Rule Radio.YouTakeThePointphoenix { criteria TLK_Radio.YouTakeThePoint Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Radio.YouTakeThePointphoenix } Response ReportingInphoenix { scene "scenes/phoenix/ReportingIn01.vcd" //I'm here scene "scenes/phoenix/ReportingIn02.vcd" //Here scene "scenes/phoenix/ReportingIn03.vcd" //Yes? scene "scenes/phoenix/ReportingIn04.vcd" //Guy, what do you want? } Rule ReportingInphoenix { criteria TLK_ReportingIn Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response ReportingInphoenix } Response RequestReportphoenix { scene "scenes/phoenix/RequestReport01.vcd" //What is happening? scene "scenes/phoenix/RequestReport02.vcd" //What do you see? scene "scenes/phoenix/RequestReport03.vcd" //Check in } Rule RequestReportphoenix { criteria TLK_RequestReport Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response RequestReportphoenix } Response ScaredEmotephoenix { scene "scenes/phoenix/ScaredEmote01.vcd" //This is not going well scene "scenes/phoenix/ScaredEmote02.vcd" //What is happening? scene "scenes/phoenix/ScaredEmote03.vcd" //We are falling apart! scene "scenes/phoenix/ScaredEmote04.vcd" //You are all idiots scene "scenes/phoenix/ScaredEmote05.vcd" //Oh no, oh no, oh no. scene "scenes/phoenix/ScaredEmote06.vcd" //I do not like this scene "scenes/phoenix/ScaredEmote07.vcd" //Oh, this is no good scene "scenes/phoenix/ScaredEmote08.vcd" //We must stop failing } Rule ScaredEmotephoenix { criteria TLK_ScaredEmote Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response ScaredEmotephoenix } Response SniperKilledphoenix { scene "scenes/phoenix/SniperKilled01.vcd" //Sniper is down scene "scenes/phoenix/SniperKilled02.vcd" //Sniper down scene "scenes/phoenix/SniperKilled03.vcd" //I have gotten the sniper scene "scenes/phoenix/SniperKilled04.vcd" //Sniper is dead } Rule SniperKilledphoenix { criteria TLK_SniperKilled Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response SniperKilledphoenix } Response SniperWarningphoenix { scene "scenes/phoenix/SniperWarning01.vcd" //Sniper! scene "scenes/phoenix/SniperWarning02.vcd" //Watch out, sniper! scene "scenes/phoenix/SniperWarning03.vcd" //Sniper! } Rule SniperWarningphoenix { criteria TLK_SniperWarning Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response SniperWarningphoenix } Response SpottedLooseBombphoenix { scene "scenes/phoenix/SpottedLooseBomb01.vcd" //We've dropped the bomb scene "scenes/phoenix/SpottedLooseBomb02.vcd" //We've lost the bomb scene "scenes/phoenix/SpottedLooseBomb03.vcd" //Get the bomb scene "scenes/phoenix/SpottedLooseBomb04.vcd" //We've dropped the bomb scene "scenes/phoenix/SpottedLooseBomb05.vcd" //The bomb is on the ground scene "scenes/phoenix/SpottedLooseBomb06.vcd" //Someone must recover the bomb } Rule SpottedLooseBombphoenix { criteria TLK_SpottedLooseBomb Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response SpottedLooseBombphoenix } Response ThreeEnemiesLeftphoenix { scene "scenes/phoenix/ThreeEnemiesLeft01.vcd" //3 left scene "scenes/phoenix/ThreeEnemiesLeft02.vcd" //That makes 3 left scene "scenes/phoenix/ThreeEnemiesLeft04.vcd" //3 men left scene "scenes/phoenix/ThreeEnemiesLeft05.vcd" //3 idiots left } Rule ThreeEnemiesLeftphoenix { criteria TLK_ThreeEnemiesLeft Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response ThreeEnemiesLeftphoenix } Response TwoEnemiesLeftphoenix { scene "scenes/phoenix/TwoEnemiesLeft01.vcd" //They're down to two scene "scenes/phoenix/TwoEnemiesLeft02.vcd" //Only 2 men left scene "scenes/phoenix/TwoEnemiesLeft03.vcd" //2 men left scene "scenes/phoenix/TwoEnemiesLeft04.vcd" //That makes 2 left scene "scenes/phoenix/TwoEnemiesLeft05.vcd" //That makes 2 } Rule TwoEnemiesLeftphoenix { criteria TLK_TwoEnemiesLeft Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response TwoEnemiesLeftphoenix } Response WaitingHerephoenix { scene "scenes/phoenix/WaitingHere01.vcd" //I'm waiting here scene "scenes/phoenix/WaitingHere02.vcd" //I'll wait here scene "scenes/phoenix/WaitingHere03.vcd" //I'll stay here } Rule WaitingHerephoenix { criteria TLK_WaitingHere Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response WaitingHerephoenix } Response WonRoundphoenix { scene "scenes/phoenix/RadioBotEndSolid01.vcd" //We have destroyed them! scene "scenes/phoenix/RadioBotEndSolid02.vcd" //We have our revenge scene "scenes/phoenix/RadioBotEndSolid03.vcd" //We have done it! scene "scenes/phoenix/RadioBotEndSolid04.vcd" //It is over scene "scenes/phoenix/RadioBotEndSolid05.vcd" //We have defeated them! scene "scenes/phoenix/RadioBotEndSolid06.vcd" //That was a win } Rule WonRoundphoenix { criteria TLK_WonRound Isphoenix IsTalkphoenix NotSaidRoundEndphoenix ApplyContext "Talkphoenix:1:1,SaidRoundEndphoenix:1:10" applycontexttoworld Response WonRoundphoenix } Response WonRoundCleanphoenix { scene "scenes/phoenix/RadioBotEndClean01.vcd" //We defeated them scene "scenes/phoenix/RadioBotEndClean02.vcd" //We all survived! scene "scenes/phoenix/RadioBotEndClean03.vcd" //This is our victory! scene "scenes/phoenix/RadioBotEndClean05.vcd" //It is over my friends! scene "scenes/phoenix/RadioBotEndClean07.vcd" //It is like they not even try } Rule WonRoundCleanphoenix { criteria TLK_WonRoundClean Isphoenix IsAllAlive IsTalkphoenix ApplyContext "Talkphoenix:1:1,SaidRoundEndphoenix:1:10" applycontexttoworld Response WonRoundCleanphoenix } Response WonRoundQuicklyphoenix { scene "scenes/phoenix/RadioBotEndClean01.vcd" //We defeated them scene "scenes/phoenix/RadioBotEndClean03.vcd" //This is our victory! scene "scenes/phoenix/RadioBotEndClean04.vcd" //We have done it! scene "scenes/phoenix/RadioBotEndClean05.vcd" //It is over my friends! scene "scenes/phoenix/RadioBotEndClean06.vcd" //They didn't even send the real men scene "scenes/phoenix/RadioBotEndClean07.vcd" //It is like they not even try scene "scenes/phoenix/RadioBotEndClean08.vcd" //They not so much put up battle } Rule WonRoundQuicklyphoenix { criteria TLK_WonRoundQuickly Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1,SaidRoundEndphoenix:1:10" applycontexttoworld Response WonRoundQuicklyphoenix } Rule AgreeWithPlanphoenix { criteria TLK_AgreeWithPlan Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Agreephoenix } Rule FollowingCommanderphoenix { criteria TLK_FollowingCommander Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response FollowingFriendphoenix } Rule FollowingSirphoenix { criteria TLK_FollowingSir Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response FollowingFriendphoenix } Rule NiceShotCommanderphoenix { criteria TLK_NiceShotCommander Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response NiceShotphoenix } Rule NiceShotSirphoenix { criteria TLK_NiceShotSir Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response NiceShotphoenix } Rule ThrillEmotephoenix { criteria TLK_ThrillEmote Isphoenix IsTalkphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response OnARollBragphoenix } Rule EnemySpottedphoenix { criteria TLK_EnemySpotted Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response Radio.EnemySpottedphoenix } Rule radio.gophoenix { criteria TLK_radio.go Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response radio.letsgophoenix } Rule radio.moveoutphoenix { criteria TLK_radio.moveout Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response radio.locknloadphoenix } Rule Radio.ReportInTeamphoenix { criteria TLK_Radio.ReportInTeam Isphoenix IsTalkphoenix ApplyContext "Talkphoenix:1:1" applycontexttoworld Response RequestReportphoenix }