//-------------------------------------------------------------------------------------------------------------- // pirate Response Rule File //-------------------------------------------------------------------------------------------------------------- Criterion "NotSaidHelppirate" "worldSaidHelppirate" "!=1" "required" weight 0 Criterion "NotSaidPepTalkScaredpirate" "worldSaidPepTalkScaredpirate" "!=1" "required" weight 0 Criterion "NotSaidRoundEndpirate" "worldSaidRoundEndpirate" "!=1" "required" //-------------------------------------------------------------------------------------------------------------- // Radio //-------------------------------------------------------------------------------------------------------------- Response Affirmativepirate { scene "scenes/pirate/Affirmative01.vcd" //Yeah scene "scenes/pirate/Affirmative02.vcd" //Yeah man } Rule Affirmativepirate { criteria TLK_Affirmative Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Affirmativepirate } Response Agreepirate { scene "scenes/pirate/Agree01.vcd" //Agreed scene "scenes/pirate/Agree02.vcd" //I agree scene "scenes/pirate/Agree03.vcd" //Of course I agree scene "scenes/pirate/Agree04.vcd" //That is the plan scene "scenes/pirate/Agree05.vcd" //That is what I am doing scene "scenes/pirate/Agree06.vcd" //Yeah, sure } Rule Agreepirate { criteria TLK_Agree Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Agreepirate } Response Blindedpirate { scene "scenes/pirate/Blinded01.vcd" //I am blind scene "scenes/pirate/Blinded02.vcd" //Blinded! scene "scenes/pirate/Blinded04.vcd" //I can't see scene "scenes/pirate/Blinded05.vcd" //Blind scene "scenes/pirate/Blinded06.vcd" //Cannot see } Rule Blindedpirate { criteria TLK_Blinded Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Blindedpirate } Response Clearpirate { scene "scenes/pirate/Clear01.vcd" //All clear scene "scenes/pirate/Clear02.vcd" //No one here scene "scenes/pirate/Clear03.vcd" //Clear } Rule Clearpirate { criteria TLK_Clear Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Clearpirate } Response ClearedAreapirate { scene "scenes/pirate/ClearedArea01.vcd" //No one is here scene "scenes/pirate/ClearedArea02.vcd" //They are not here scene "scenes/pirate/ClearedArea03.vcd" //They must be gone } Rule ClearedAreapirate { criteria TLK_ClearedArea Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response ClearedAreapirate } Response CoveringFriendpirate { scene "scenes/pirate/CoveringFriend01.vcd" //Got your back man scene "scenes/pirate/CoveringFriend03.vcd" //Gotcha scene "scenes/pirate/CoveringFriend04.vcd" //I gotach, I gotcha } Rule CoveringFriendpirate { criteria TLK_CoveringFriend Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response CoveringFriendpirate } Response DeathCrypirate { scene "scenes/pirate/t_death01.vcd" //Ahhhh! scene "scenes/pirate/t_death02.vcd" //(exhale) scene "scenes/pirate/t_death03.vcd" //Ohhhh scene "scenes/pirate/t_death04.vcd" //(exhale) } Rule DeathCrypirate { criteria TLK_DeathCry Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response DeathCrypirate } Response DefendingBombsiteApirate { scene "scenes/pirate/DefendingBombsiteA01.vcd" //Watching the bombsite scene "scenes/pirate/DefendingBombsiteA02.vcd" //Covering the bombsite scene "scenes/pirate/DefendingBombsiteA03.vcd" //Staying at the bombsite } Rule DefendingBombsiteApirate { criteria TLK_DefendingBombsite Ispirate IsTalkpirate IsBombSiteA ApplyContext "Talkpirate:1:1" applycontexttoworld Response DefendingBombsiteApirate } Response Disagreepirate { scene "scenes/pirate/Disagree01.vcd" //No man scene "scenes/pirate/Disagree02.vcd" //No scene "scenes/pirate/Disagree03.vcd" //No way scene "scenes/pirate/Disagree04.vcd" //No way man } Rule Disagreepirate { criteria TLK_Disagree Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Disagreepirate } Response EnemyDownpirate { scene "scenes/pirate/EnemyDown01.vcd" //He's down scene "scenes/pirate/EnemyDown02.vcd" //I got one scene "scenes/pirate/EnemyDown03.vcd" //Got 'em scene "scenes/pirate/EnemyDown04.vcd" //I hit him! scene "scenes/pirate/EnemyDown05.vcd" //I dropped him! scene "scenes/pirate/EnemyDown06.vcd" //He' dead scene "scenes/pirate/EnemyDown07.vcd" //I killed him! scene "scenes/pirate/EnemyDown08.vcd" //I got him } Rule EnemyDownpirate { criteria TLK_EnemyDown Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response EnemyDownpirate } Response FollowingFriendpirate { scene "scenes/pirate/FollowingFriend01.vcd" //You lead the way scene "scenes/pirate/FollowingFriend02.vcd" //I am with you scene "scenes/pirate/FollowingFriend03.vcd" //Sure sure go ahead I'll follow scene "scenes/pirate/FollowingFriend04.vcd" //Lead the way scene "scenes/pirate/FollowingFriend05.vcd" //Yeah yeah, you lead scene "scenes/pirate/FollowingFriend06.vcd" //I'm with you } Rule FollowingFriendpirate { criteria TLK_FollowingFriend Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response FollowingFriendpirate } Response FriendlyFirepirate { scene "scenes/pirate/FriendlyFire01.vcd" //Do not shoot me scene "scenes/pirate/FriendlyFire02.vcd" //Are you out of your stinking mind? scene "scenes/pirate/FriendlyFire03.vcd" //What are you doing? scene "scenes/pirate/FriendlyFire04.vcd" //Stop shooting me scene "scenes/pirate/FriendlyFire05.vcd" //Why are you shooting me? scene "scenes/pirate/FriendlyFire06.vcd" //Stop! We are brothers scene "scenes/pirate/FriendlyFire07.vcd" //What is with shooting me? scene "scenes/pirate/FriendlyFire08.vcd" //You can stop shooting me man scene "scenes/pirate/FriendlyFire09.vcd" //Have you gone mad? Stop shooting me. } Rule FriendlyFirepirate { criteria TLK_FriendlyFire Ispirate IsTalkpirate IsBDamage ApplyContext "Talkpirate:1:1" applycontexttoworld Response FriendlyFirepirate } Response FriendlyFireNoBpirate { scene "scenes/pirate/FriendlyFire02.vcd" //Are you out of your stinking mind? scene "scenes/pirate/FriendlyFire03.vcd" //What are you doing? scene "scenes/pirate/FriendlyFire06.vcd" //Stop! We are brothers } Rule FriendlyFireNoBpirate { criteria TLK_FriendlyFire Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response FriendlyFireNoBpirate } Response GoingToPlantBombpirate { scene "scenes/pirate/GoingToPlantBomb01.vcd" //I am going to plant the bomb scene "scenes/pirate/GoingToPlantBomb02.vcd" //I will plant the bomb scene "scenes/pirate/GoingToPlantBomb03.vcd" //Going to plant the bomb } Rule GoingToPlantBombpirate { criteria TLK_GoingToPlantBomb Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response GoingToPlantBombpirate } Response GoingToPlantBombApirate { scene "scenes/pirate/GoingToPlantBombA01.vcd" //Taking the bomb to A scene "scenes/pirate/GoingToPlantBombA02.vcd" //I am going to planet the bomb at A scene "scenes/pirate/GoingToPlantBombA03.vcd" //I am taking the bomb to A } Rule GoingToPlantBombApirate { criteria TLK_GoingToPlantBomb Ispirate IsTalkpirate IsBombSiteA ApplyContext "Talkpirate:1:1" applycontexttoworld Response GoingToPlantBombApirate } Response HeardNoisepirate { scene "scenes/pirate/HeardNoise01.vcd" //Did you hear that? scene "scenes/pirate/HeardNoise02.vcd" //What was that noise? scene "scenes/pirate/HeardNoise03.vcd" //I think I heard something scene "scenes/pirate/HeardNoise04.vcd" //Did you hear that? } Rule HeardNoisepirate { criteria TLK_HeardNoise Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response HeardNoisepirate } Response helppirate { scene "scenes/pirate/help01.vcd" //ahhh... I need help here scene "scenes/pirate/help02.vcd" //Help! scene "scenes/pirate/help03.vcd" //I need help scene "scenes/pirate/help04.vcd" //Where is everyone?! scene "scenes/pirate/help05.vcd" //Help! Help me! } Rule helppirate { criteria TLK_help Ispirate ApplyContext "Talkpirate:1:1,SaidHelppirate:1:3" applycontexttoworld Response helppirate } Response InCombatpirate { scene "scenes/pirate/InCombat01.vcd" //Attacking! scene "scenes/pirate/InCombat02.vcd" //I'm firing scene "scenes/pirate/InCombat03.vcd" //I'm going to kill you all scene "scenes/pirate/InCombat04.vcd" //I'm attacking scene "scenes/pirate/InCombat05.vcd" //Firing! scene "scenes/pirate/InCombat06.vcd" //Opening up! scene "scenes/pirate/InCombat07.vcd" //Let's do this scene "scenes/pirate/InCombat08.vcd" //Kill them! } Rule InCombatpirate { criteria TLK_InCombat Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response InCombatpirate } Response KilledFriendpirate { scene "scenes/pirate/KilledFriend01.vcd" //What is your problem? scene "scenes/pirate/KilledFriend02.vcd" //Are you blind? He was on our team. scene "scenes/pirate/KilledFriend03.vcd" //Stop. You have killed our own. scene "scenes/pirate/KilledFriend04.vcd" //I hope that was an accident scene "scenes/pirate/KilledFriend05.vcd" //Not cool man, not cool } Rule KilledFriendpirate { criteria TLK_KilledFriend Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response KilledFriendpirate } Response KilledMyEnemypirate { scene "scenes/pirate/EnemyDown01.vcd" //He's down scene "scenes/pirate/EnemyDown03.vcd" //Got 'em scene "scenes/pirate/EnemyDown06.vcd" //He' dead } Rule KilledMyEnemypirate { criteria TLK_KilledMyEnemy Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response KilledMyEnemypirate } Response LastManStandingpirate { scene "scenes/pirate/LastManStanding01.vcd" //I have killed you all scene "scenes/pirate/LastManStanding02.vcd" //I live scene "scenes/pirate/LastManStanding03.vcd" //You missed me scene "scenes/pirate/LastManStanding04.vcd" //You will never kill me scene "scenes/pirate/LastManStanding05.vcd" //I'm still here scene "scenes/pirate/LastManStanding06.vcd" //I am still alive scene "scenes/pirate/LastManStanding07.vcd" //I fear no one scene "scenes/pirate/LastManStanding08.vcd" //I have driven you out } Rule LastManStandingpirate { criteria TLK_LastManStanding Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response LastManStandingpirate } Response LostEnemypirate { scene "scenes/pirate/LostEnemy01.vcd" //I lost them scene "scenes/pirate/LostEnemy02.vcd" //Where'd they go? scene "scenes/pirate/LostEnemy03.vcd" //Ahh lost 'em scene "scenes/pirate/LostEnemy04.vcd" //Man... where'd they go? } Rule LostEnemypirate { criteria TLK_LostEnemy Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response LostEnemypirate } Response Map_CTSpawnpirate { scene "scenes/pirate/tmap_cs_source13.vcd" //Checking their entry point scene "scenes/pirate/tmap_cs_source14.vcd" //At their entry point } Rule Map_CTSpawnpirate { criteria TLK_Map_CTSpawn Ispirate IsTalkpirate IsNotar_shoots ApplyContext "Talkpirate:1:1" applycontexttoworld Response Map_CTSpawnpirate } Response Map_Frontpirate { scene "scenes/pirate/tmap_cs_source15.vcd" //Front scene "scenes/pirate/tmap_cs_source16.vcd" //At the front scene "scenes/pirate/tmap_cs_source17.vcd" //Checking the front } Rule Map_Frontpirate { criteria TLK_Map_Front Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Map_Frontpirate } Response Map_Middlepirate { scene "scenes/pirate/tmap_cs_source33.vcd" //Middle scene "scenes/pirate/tmap_cs_source34.vcd" //At the Middle scene "scenes/pirate/tmap_cs_source35.vcd" //In the Middle } Rule Map_Middlepirate { criteria TLK_Map_Middle Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Map_Middlepirate } Response Map_Stairwellpirate { scene "scenes/pirate/tmap_cs_source48.vcd" //Stair well scene "scenes/pirate/tmap_cs_source49.vcd" //Covering the stair well scene "scenes/pirate/tmap_cs_source50.vcd" //In the stair well } Rule Map_Stairwellpirate { criteria TLK_Map_Stairwell Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Map_Stairwellpirate } Response Map_TSpawnpirate { scene "scenes/pirate/tmap_cs_source51.vcd" //At our entry point scene "scenes/pirate/tmap_cs_source52.vcd" //Where we started scene "scenes/pirate/tmap_cs_source53.vcd" //At our start point } Rule Map_TSpawnpirate { criteria TLK_Map_TSpawn Ispirate IsTalkpirate IsNotar_shoots ApplyContext "Talkpirate:1:1" applycontexttoworld Response Map_TSpawnpirate } Response Negativepirate { scene "scenes/pirate/Negative01.vcd" //No man scene "scenes/pirate/Negative02.vcd" //Noohh scene "scenes/pirate/Negative03.vcd" //No scene "scenes/pirate/Negative04.vcd" //Uh uh } Rule Negativepirate { criteria TLK_Negative Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Negativepirate } Response NiceShotpirate { scene "scenes/pirate/NiceShot01.vcd" //Good shot scene "scenes/pirate/NiceShot02.vcd" //Niiccee scene "scenes/pirate/NiceShot03.vcd" //Nice shot scene "scenes/pirate/NiceShot04.vcd" //You got him! scene "scenes/pirate/NiceShot05.vcd" //That one's yours scene "scenes/pirate/NiceShot06.vcd" //Nice shooting scene "scenes/pirate/NiceShot07.vcd" //Nice shot man scene "scenes/pirate/NiceShot08.vcd" //You got him scene "scenes/pirate/NiceShot09.vcd" //That was you scene "scenes/pirate/NiceShot10.vcd" //Oh yeah, Bam! scene "scenes/pirate/NiceShot11.vcd" //Nice man, nice scene "scenes/pirate/NiceShot12.vcd" //Nice man, nice } Rule NiceShotpirate { criteria TLK_NiceShot Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response NiceShotpirate } Response OnARollBragpirate { scene "scenes/pirate/OnARollBrag01.vcd" //Yes! scene "scenes/pirate/OnARollBrag02.vcd" //Is that all you're going to do? scene "scenes/pirate/OnARollBrag03.vcd" //This island's not big enough for all of us scene "scenes/pirate/OnARollBrag04.vcd" //We are strong! scene "scenes/pirate/OnARollBrag05.vcd" //You can't handle us! scene "scenes/pirate/OnARollBrag06.vcd" //You are going to learn your place! scene "scenes/pirate/OnARollBrag07.vcd" //Those who leave our Island - can live scene "scenes/pirate/OnARollBrag08.vcd" //Woooo! scene "scenes/pirate/OnARollBrag09.vcd" //Don't worry... we'll call the morgue for you scene "scenes/pirate/OnARollBrag10.vcd" //This is our Island! scene "scenes/pirate/OnARollBrag11.vcd" //This is our land scene "scenes/pirate/OnARollBrag12.vcd" //Run now while you have the chance scene "scenes/pirate/OnARollBrag13.vcd" //Show your face and I'll cut it } Rule OnARollBragpirate { criteria TLK_OnARollBrag Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response OnARollBragpirate } Response OneEnemyLeftpirate { scene "scenes/pirate/OneEnemyLeft01.vcd" //One man left scene "scenes/pirate/OneEnemyLeft02.vcd" //Only one man left scene "scenes/pirate/OneEnemyLeft03.vcd" //One left against us scene "scenes/pirate/OneEnemyLeft06.vcd" //Still got one tourist with a gun scene "scenes/pirate/OneEnemyLeft07.vcd" //One still opposes us scene "scenes/pirate/OneEnemyLeft08.vcd" //Only one left scene "scenes/pirate/OneEnemyLeft10.vcd" //We must find and kill that last man scene "scenes/pirate/OneEnemyLeft11.vcd" //There is only one left scene "scenes/pirate/OneEnemyLeft12.vcd" //Find that last coward } Rule OneEnemyLeftpirate { criteria TLK_OneEnemyLeft Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response OneEnemyLeftpirate } Response OnMyWaypirate { scene "scenes/pirate/OnMyWay01.vcd" //I am on my way scene "scenes/pirate/OnMyWay02.vcd" //On my way scene "scenes/pirate/OnMyWay03.vcd" //Coming scene "scenes/pirate/OnMyWay04.vcd" //Heading that way } Rule OnMyWaypirate { criteria TLK_OnMyWay Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response OnMyWaypirate } Response PepTalkScaredpirate { scene "scenes/pirate/PepTalk02.vcd" //We can do this scene "scenes/pirate/PepTalk06.vcd" //Keep at it, keep at it scene "scenes/pirate/PepTalk07.vcd" //You can't give up now scene "scenes/pirate/PepTalk09.vcd" //Come on man, come on! } Rule PepTalkScaredpirate { criteria TLK_ScaredEmote Ispirate IsEarlyInRound IsTalkpirate NotSaidPepTalkScaredpirate ApplyContext "Talkpirate:1:1,SaidPepTalkScaredpirate:1:15" applycontexttoworld Response PepTalkScaredpirate } Response PinnedDownpirate { scene "scenes/pirate/PinnedDown01.vcd" //I'm pinned scene "scenes/pirate/PinnedDown02.vcd" //They've got me pinned! scene "scenes/pirate/PinnedDown03.vcd" //I'm pinned down } Rule PinnedDownpirate { criteria TLK_PinnedDown Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response PinnedDownpirate } Response PlantingBombpirate { scene "scenes/pirate/PlantingBomb01.vcd" //Planting scene "scenes/pirate/PlantingBomb02.vcd" //I'm planting the bomb scene "scenes/pirate/PlantingBomb05.vcd" //I'm setting the bomb } Rule PlantingBombpirate { criteria TLK_PlantingBomb Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1,SaidBombPlant:1:20" applycontexttoworld Response PlantingBombpirate } Response Radio.Affirmitivepirate { scene "scenes/pirate/Affirmative01.vcd" //Yeah scene "scenes/pirate/Affirmative02.vcd" //Yeah man } Rule Radio.Affirmitivepirate { criteria TLK_Radio.Affirmitive Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Radio.Affirmitivepirate } Response Radio.Cheerpirate { scene "scenes/pirate/OnARollBrag01.vcd" //Yes! scene "scenes/pirate/OnARollBrag02.vcd" //Is that all you're going to do? scene "scenes/pirate/OnARollBrag03.vcd" //This island's not big enough for all of us scene "scenes/pirate/OnARollBrag04.vcd" //We are strong! scene "scenes/pirate/OnARollBrag05.vcd" //You can't handle us! scene "scenes/pirate/OnARollBrag06.vcd" //You are going to learn your place! scene "scenes/pirate/OnARollBrag07.vcd" //Those who leave our Island - can live scene "scenes/pirate/OnARollBrag08.vcd" //Woooo! scene "scenes/pirate/OnARollBrag09.vcd" //Don't worry... we'll call the morgue for you scene "scenes/pirate/OnARollBrag10.vcd" //This is our Island! scene "scenes/pirate/OnARollBrag11.vcd" //This is our land scene "scenes/pirate/OnARollBrag12.vcd" //Run now while you have the chance scene "scenes/pirate/OnARollBrag13.vcd" //Show your face and I'll cut it } Rule Radio.Cheerpirate { criteria TLK_Radio.Cheer Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Radio.Cheerpirate } Response Radio.Complimentpirate { scene "scenes/pirate/OnARollBrag01.vcd" //Yes! scene "scenes/pirate/OnARollBrag02.vcd" //Is that all you're going to do? scene "scenes/pirate/OnARollBrag03.vcd" //This island's not big enough for all of us scene "scenes/pirate/OnARollBrag04.vcd" //We are strong! scene "scenes/pirate/OnARollBrag05.vcd" //You can't handle us! scene "scenes/pirate/OnARollBrag06.vcd" //You are going to learn your place! scene "scenes/pirate/OnARollBrag07.vcd" //Those who leave our Island - can live scene "scenes/pirate/OnARollBrag08.vcd" //Woooo! scene "scenes/pirate/OnARollBrag09.vcd" //Don't worry... we'll call the morgue for you scene "scenes/pirate/OnARollBrag10.vcd" //This is our Island! scene "scenes/pirate/OnARollBrag11.vcd" //This is our land scene "scenes/pirate/OnARollBrag12.vcd" //Run now while you have the chance scene "scenes/pirate/OnARollBrag13.vcd" //Show your face and I'll cut it } Rule Radio.Complimentpirate { criteria TLK_Radio.Compliment Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Radio.Complimentpirate } Response Radio.CoverMepirate { scene "scenes/pirate/CoverMe01.vcd" //Cover me scene "scenes/pirate/CoverMe02.vcd" //Watch my back scene "scenes/pirate/CoverMe03.vcd" //Cover me } Rule Radio.CoverMepirate { criteria TLK_Radio.CoverMe Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Radio.CoverMepirate } Response Radio.Decoypirate { scene "scenes/pirate/t_decoy01.vcd" //Decoy! scene "scenes/pirate/t_decoy02.vcd" //Decoy's out scene "scenes/pirate/t_decoy03.vcd" //Throwing a decoy scene "scenes/pirate/t_decoy04.vcd" //Throwing a decoy } Rule Radio.Decoypirate { criteria TLK_Radio.Decoy Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Radio.Decoypirate } Response Radio.EnemyDownpirate { scene "scenes/pirate/EnemyDown01.vcd" //He's down scene "scenes/pirate/EnemyDown03.vcd" //Got 'em scene "scenes/pirate/EnemyDown06.vcd" //He' dead } Rule Radio.EnemyDownpirate { criteria TLK_Radio.EnemyDown Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Radio.EnemyDownpirate } Response Radio.EnemySpottedpirate { scene "scenes/pirate/Radio_EnemySpotted01.vcd" //There is one scene "scenes/pirate/Radio_EnemySpotted02.vcd" //I see them scene "scenes/pirate/Radio_EnemySpotted03.vcd" //I can see them scene "scenes/pirate/Radio_EnemySpotted04.vcd" //Get ready, I see 'em scene "scenes/pirate/Radio_EnemySpotted06.vcd" //Tourist spotted } Rule Radio.EnemySpottedpirate { criteria TLK_Radio.EnemySpotted Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Radio.EnemySpottedpirate } Response Radio.FireInTheHolepirate { scene "scenes/pirate/t_grenade01.vcd" //Grenade! scene "scenes/pirate/t_grenade02.vcd" //I'm throwing a grenade. scene "scenes/pirate/t_grenade04.vcd" //Grenade! scene "scenes/pirate/t_grenade05.vcd" //Grenade out! } Rule Radio.FireInTheHolepirate { criteria TLK_Radio.FireInTheHole Ispirate IsTalkpirate IsNottraining1 ApplyContext "Talkpirate:1:1" applycontexttoworld Response Radio.FireInTheHolepirate } Response Radio.Flashbangpirate { scene "scenes/pirate/t_flashbang01.vcd" //Throwing a Flashbang scene "scenes/pirate/t_flashbang02.vcd" //I'm throwing a Flashbang scene "scenes/pirate/t_flashbang03.vcd" //Flashbang } Rule Radio.Flashbangpirate { criteria TLK_Radio.Flashbang Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Radio.Flashbangpirate } Response Radio.FollowMepirate { scene "scenes/pirate/Radio_FollowMe01.vcd" //Follow me scene "scenes/pirate/Radio_FollowMe02.vcd" //This way scene "scenes/pirate/Radio_FollowMe03.vcd" //Come on, this way scene "scenes/pirate/Radio_FollowMe04.vcd" //Follow me scene "scenes/pirate/Radio_FollowMe05.vcd" //Overhere, I'll lead } Rule Radio.FollowMepirate { criteria TLK_Radio.FollowMe Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Radio.FollowMepirate } Response Radio.GetInPositionpirate { scene "scenes/pirate/Thanks01.vcd" //Thank you scene "scenes/pirate/Thanks04.vcd" //Thanks scene "scenes/pirate/Thanks05.vcd" //Thanks man } Rule Radio.GetInPositionpirate { criteria TLK_Radio.GetInPosition Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Radio.GetInPositionpirate } Response Radio.GetOutOfTherepirate { scene "scenes/pirate/BombTickingDown01.vcd" //It's going to explode scene "scenes/pirate/BombTickingDown02.vcd" //This is it, get ready! scene "scenes/pirate/BombTickingDown03.vcd" //We are going to do this scene "scenes/pirate/BombTickingDown04.vcd" //This will get you off our island! scene "scenes/pirate/BombTickingDown05.vcd" //This is our time! scene "scenes/pirate/BombTickingDown06.vcd" //The bomb is ticking down } Rule Radio.GetOutOfTherepirate { criteria TLK_Radio.GetOutOfThere Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Radio.GetOutOfTherepirate } Response Radio.GoGoGopirate { scene "scenes/pirate/radio_letsgo01.vcd" //Go go go! scene "scenes/pirate/radio_letsgo02.vcd" //Let's go! scene "scenes/pirate/radio_letsgo03.vcd" //Move it! Move it! scene "scenes/pirate/radio_letsgo04.vcd" //Move it man, move it scene "scenes/pirate/radio_letsgo05.vcd" //Come on, come on, let's go scene "scenes/pirate/radio_letsgo06.vcd" //Prese prese! scene "scenes/pirate/radio_letsgo07.vcd" //We must go scene "scenes/pirate/radio_letsgo08.vcd" //Let's go! scene "scenes/pirate/radio_letsgo09.vcd" //Let's go! Let's go! } Rule Radio.GoGoGopirate { criteria TLK_Radio.GoGoGo Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Radio.GoGoGopirate } Response Radio.HoldPositionpirate { scene "scenes/pirate/RadioBotHold01.vcd" //Hold here scene "scenes/pirate/RadioBotHold02.vcd" //Cover this area scene "scenes/pirate/RadioBotHold03.vcd" //Guard this area scene "scenes/pirate/RadioBotWait01.vcd" //Wait here } Rule Radio.HoldPositionpirate { criteria TLK_Radio.HoldPosition Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Radio.HoldPositionpirate } Response Radio.InPositionpirate { scene "scenes/pirate/InPosition01.vcd" //I'm in position scene "scenes/pirate/InPosition01.vcd" //I'm in position scene "scenes/pirate/InPosition02.vcd" //I'm ready scene "scenes/pirate/InPosition02.vcd" //I'm ready scene "scenes/pirate/InPosition03.vcd" //I'm prepared scene "scenes/pirate/InPosition03.vcd" //I'm prepared } Rule Radio.InPositionpirate { criteria TLK_Radio.InPosition Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Radio.InPositionpirate } Response radio.letsgopirate { scene "scenes/pirate/radio_letsgo01.vcd" //Go go go! scene "scenes/pirate/radio_letsgo02.vcd" //Let's go! scene "scenes/pirate/radio_letsgo03.vcd" //Move it! Move it! scene "scenes/pirate/radio_letsgo04.vcd" //Move it man, move it scene "scenes/pirate/radio_letsgo05.vcd" //Come on, come on, let's go scene "scenes/pirate/radio_letsgo06.vcd" //Prese prese! scene "scenes/pirate/radio_letsgo07.vcd" //We must go scene "scenes/pirate/radio_letsgo08.vcd" //Let's go! scene "scenes/pirate/radio_letsgo09.vcd" //Let's go! Let's go! } Rule radio.letsgopirate { criteria TLK_radio.letsgo Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response radio.letsgopirate } Response radio.locknloadpirate { scene "scenes/pirate/radio_locknload01.vcd" //So that we may be free scene "scenes/pirate/radio_locknload02.vcd" //Now, let's get them off our island scene "scenes/pirate/radio_locknload05.vcd" //Now is the time scene "scenes/pirate/radio_locknload06.vcd" //Talk is over, now is the time for action scene "scenes/pirate/radio_locknload07.vcd" //It's time to free us from our bonds scene "scenes/pirate/radio_locknload08.vcd" //We must push them from our lands scene "scenes/pirate/radio_locknload09.vcd" //It is time to do our part scene "scenes/pirate/radio_locknload10.vcd" //Grab your stuff and let's go scene "scenes/pirate/radio_locknload11.vcd" //Don't forget the plan scene "scenes/pirate/radio_locknload13.vcd" //We are ready, let's go } Rule radio.locknloadpirate { criteria TLK_radio.locknload Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response radio.locknloadpirate } Response radio.locknloadStpirate { scene "scenes/pirate/radio_locknload04.vcd" //The truck is crashed, let's go scene "scenes/pirate/radio_locknload12.vcd" //Let's go blow that truck } Rule radio.locknloadStpirate { criteria TLK_radio.locknload Ispirate IsTalkpirate Isde_stmarc ApplyContext "Talkpirate:1:1" applycontexttoworld Response radio.locknloadStpirate } Response radio.locknloadSugarpirate { scene "scenes/pirate/radio_locknload03.vcd" //Now, let's destroy the mill scene "scenes/pirate/radio_locknload14.vcd" //Time to go to work in the mill } Rule radio.locknloadSugarpirate { criteria TLK_radio.locknload Ispirate IsTalkpirate Isde_sugarcane ApplyContext "Talkpirate:1:1" applycontexttoworld Response radio.locknloadSugarpirate } Response Radio.Molotovpirate { scene "scenes/pirate/t_molotov01.vcd" //Molotov! scene "scenes/pirate/t_molotov02.vcd" //Throwing fire. scene "scenes/pirate/t_molotov03.vcd" //I'm throwing fire scene "scenes/pirate/t_molotov06.vcd" //Fire! } Rule Radio.Molotovpirate { criteria TLK_Radio.Molotov Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Radio.Molotovpirate } Response Radio.NeedBackuppirate { scene "scenes/pirate/Radio_NeedBackup01.vcd" //I'm being overrun scene "scenes/pirate/Radio_NeedBackup02.vcd" //I need back-up scene "scenes/pirate/Radio_NeedBackup03.vcd" //There's too many of them scene "scenes/pirate/Radio_NeedBackup04.vcd" //I'm being overrun } Rule Radio.NeedBackuppirate { criteria TLK_Radio.NeedBackup Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Radio.NeedBackuppirate } Response Radio.Negativepirate { scene "scenes/pirate/Negative01.vcd" //No man scene "scenes/pirate/Negative02.vcd" //Noohh scene "scenes/pirate/Negative03.vcd" //No scene "scenes/pirate/NegativeNo04.vcd" //Of course not scene "scenes/pirate/NegativeNo05.vcd" //No no no } Rule Radio.Negativepirate { criteria TLK_Radio.Negative Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Radio.Negativepirate } Response Radio.Regrouppirate { scene "scenes/pirate/RadioBotRegroup01.vcd" //Stick together scene "scenes/pirate/RadioBotRegroup02.vcd" //Everyone get together scene "scenes/pirate/RadioBotRegroup03.vcd" //Regroup, regroup } Rule Radio.Regrouppirate { criteria TLK_Radio.Regroup Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Radio.Regrouppirate } Response Radio.ReportingInpirate { scene "scenes/pirate/ReportingIn01.vcd" //Yeah man, I'm here scene "scenes/pirate/ReportingIn02.vcd" //Here scene "scenes/pirate/ReportingIn03.vcd" //Yes? scene "scenes/pirate/ReportingIn04.vcd" //Yes, I'm here. } Rule Radio.ReportingInpirate { criteria TLK_Radio.ReportingIn Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Radio.ReportingInpirate } Response Radio.ReportInTeampirate { scene "scenes/pirate/RequestReport02.vcd" //What do you see? scene "scenes/pirate/RequestReport03.vcd" //Check in scene "scenes/pirate/RequestReport04.vcd" //Are you there? } Rule Radio.ReportInTeampirate { criteria TLK_Radio.ReportInTeam Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Radio.ReportInTeampirate } Response Radio.Rogerpirate { scene "scenes/pirate/Agree04.vcd" //That is the plan scene "scenes/pirate/Agree07.vcd" //Of course } Rule Radio.Rogerpirate { criteria TLK_Radio.Roger Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Radio.Rogerpirate } Response Radio.SectorClearpirate { scene "scenes/pirate/ClearedArea01.vcd" //No one is here scene "scenes/pirate/ClearedArea02.vcd" //They are not here scene "scenes/pirate/ClearedArea03.vcd" //They must be gone scene "scenes/pirate/ClearedArea04.vcd" //Nothing here } Rule Radio.SectorClearpirate { criteria TLK_Radio.SectorClear Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Radio.SectorClearpirate } Response Radio.Smokepirate { scene "scenes/pirate/t_smoke01.vcd" //Smoke! scene "scenes/pirate/t_smoke02.vcd" //I'm throwing smoke. } Rule Radio.Smokepirate { criteria TLK_Radio.Smoke Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Radio.Smokepirate } Response Radio.StickTogetherpirate { scene "scenes/pirate/RadioBotRegroup01.vcd" //Stick together scene "scenes/pirate/RadioBotRegroup02.vcd" //Everyone get together } Rule Radio.StickTogetherpirate { criteria TLK_Radio.StickTogether Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Radio.StickTogetherpirate } Response radio.takingfirepirate { scene "scenes/pirate/Radio_TakingFire01.vcd" //I am under fire scene "scenes/pirate/Radio_TakingFire02.vcd" //I have found them! scene "scenes/pirate/Radio_TakingFire03.vcd" //They are shooting at me scene "scenes/pirate/Radio_TakingFire04.vcd" //They are firing on me scene "scenes/pirate/Radio_TakingFire05.vcd" //I'm taking fire scene "scenes/pirate/Radio_TakingFire06.vcd" //They are trying to kill me scene "scenes/pirate/Radio_TakingFire07.vcd" //They are shooting scene "scenes/pirate/Radio_TakingFire08.vcd" //They are firing at me } Rule radio.takingfirepirate { criteria TLK_radio.takingfire Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response radio.takingfirepirate } Response Radio.TeamFallBackpirate { scene "scenes/pirate/RadioBotFallBack01.vcd" //Get back! scene "scenes/pirate/RadioBotFallBack02.vcd" //Back! Back! scene "scenes/pirate/RadioBotFallBack04.vcd" //Move back, move back } Rule Radio.TeamFallBackpirate { criteria TLK_Radio.TeamFallBack Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Radio.TeamFallBackpirate } Response Radio.Thankspirate { scene "scenes/pirate/Thanks01.vcd" //Thank you scene "scenes/pirate/Thanks04.vcd" //Thanks scene "scenes/pirate/Thanks05.vcd" //Thanks man } Rule Radio.Thankspirate { criteria TLK_Radio.Thanks Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Radio.Thankspirate } Response Radio.YouTakeThePointpirate { scene "scenes/pirate/FollowingFriend01.vcd" //You lead the way scene "scenes/pirate/FollowingFriend04.vcd" //Lead the way scene "scenes/pirate/FollowingFriend05.vcd" //Yeah yeah, you lead } Rule Radio.YouTakeThePointpirate { criteria TLK_Radio.YouTakeThePoint Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Radio.YouTakeThePointpirate } Response ReportingInpirate { scene "scenes/pirate/ReportingIn01.vcd" //Yeah man, I'm here scene "scenes/pirate/ReportingIn02.vcd" //Here scene "scenes/pirate/ReportingIn03.vcd" //Yes? scene "scenes/pirate/ReportingIn04.vcd" //Yes, I'm here. } Rule ReportingInpirate { criteria TLK_ReportingIn Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response ReportingInpirate } Response RequestReportpirate { scene "scenes/pirate/RequestReport01.vcd" //What is happening? scene "scenes/pirate/RequestReport02.vcd" //What do you see? scene "scenes/pirate/RequestReport03.vcd" //Check in scene "scenes/pirate/RequestReport04.vcd" //Are you there? } Rule RequestReportpirate { criteria TLK_RequestReport Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response RequestReportpirate } Response ScaredEmotepirate { scene "scenes/pirate/ScaredEmote01.vcd" //I can do this scene "scenes/pirate/ScaredEmote02.vcd" //Gotta chill scene "scenes/pirate/ScaredEmote03.vcd" //It's not all over yet scene "scenes/pirate/ScaredEmote04.vcd" //Ah man, this is all wrong scene "scenes/pirate/ScaredEmote05.vcd" //We are screwing this up } Rule ScaredEmotepirate { criteria TLK_ScaredEmote Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response ScaredEmotepirate } Response SniperKilledpirate { scene "scenes/pirate/SniperKilled01.vcd" //The sniper is down scene "scenes/pirate/SniperKilled02.vcd" //Sniper's dead } Rule SniperKilledpirate { criteria TLK_SniperKilled Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response SniperKilledpirate } Response SniperWarningpirate { scene "scenes/pirate/SniperWarning01.vcd" //Sniper! scene "scenes/pirate/SniperWarning02.vcd" //Watch out, sniper! scene "scenes/pirate/SniperWarning03.vcd" //Sniper! scene "scenes/pirate/SniperWarning04.vcd" //There is a sniper here } Rule SniperWarningpirate { criteria TLK_SniperWarning Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response SniperWarningpirate } Response SpottedLooseBombpirate { scene "scenes/pirate/SpottedLooseBomb01.vcd" //We have dropped the bomb scene "scenes/pirate/SpottedLooseBomb02.vcd" //The bomb is on the ground scene "scenes/pirate/SpottedLooseBomb03.vcd" //We need that bomb scene "scenes/pirate/SpottedLooseBomb04.vcd" //Someone must recover the bomb scene "scenes/pirate/SpottedLooseBomb05.vcd" //We've dropped the bomb scene "scenes/pirate/SpottedLooseBomb06.vcd" //We've dropped the bomb scene "scenes/pirate/SpottedLooseBomb07.vcd" //We've lost the bomb scene "scenes/pirate/SpottedLooseBomb08.vcd" //Get the bomb } Rule SpottedLooseBombpirate { criteria TLK_SpottedLooseBomb Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response SpottedLooseBombpirate } Response ThreeEnemiesLeftpirate { scene "scenes/pirate/ThreeEnemiesLeft01.vcd" //Three left scene "scenes/pirate/ThreeEnemiesLeft02.vcd" //That makes three left scene "scenes/pirate/ThreeEnemiesLeft05.vcd" //Three of them left } Rule ThreeEnemiesLeftpirate { criteria TLK_ThreeEnemiesLeft Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response ThreeEnemiesLeftpirate } Response TwoEnemiesLeftpirate { scene "scenes/pirate/TwoEnemiesLeft01.vcd" //They are down to two scene "scenes/pirate/TwoEnemiesLeft02.vcd" //Only two men left scene "scenes/pirate/TwoEnemiesLeft03.vcd" //Two men left scene "scenes/pirate/TwoEnemiesLeft04.vcd" //That makes two left scene "scenes/pirate/TwoEnemiesLeft05.vcd" //That makes two } Rule TwoEnemiesLeftpirate { criteria TLK_TwoEnemiesLeft Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response TwoEnemiesLeftpirate } Response WaitingHerepirate { scene "scenes/pirate/WaitingHere01.vcd" //I'm waiting here scene "scenes/pirate/WaitingHere02.vcd" //I'll wait here scene "scenes/pirate/WaitingHere03.vcd" //I'll hang here scene "scenes/pirate/WaitingHere04.vcd" //I'll be waiting here scene "scenes/pirate/WaitingHere05.vcd" //I'll be stayin' here } Rule WaitingHerepirate { criteria TLK_WaitingHere Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response WaitingHerepirate } Response WonRoundpirate { scene "scenes/pirate/RadioBotEndSolid01.vcd" //We have defeated them scene "scenes/pirate/RadioBotEndSolid02.vcd" //We have won! scene "scenes/pirate/RadioBotEndSolid03.vcd" //We are safe for now scene "scenes/pirate/RadioBotEndSolid04.vcd" //It is over, we have won scene "scenes/pirate/RadioBotEndSolid05.vcd" //It is over } Rule WonRoundpirate { criteria TLK_WonRound Ispirate IsTalkpirate NotSaidRoundEndpirate ApplyContext "Talkpirate:1:1,SaidRoundEndpirate:1:10" applycontexttoworld Response WonRoundpirate } Response WonRoundCleanpirate { scene "scenes/pirate/RadioBotEndClean02.vcd" //We all can stand proudly scene "scenes/pirate/RadioBotEndClean03.vcd" //Victory is ours scene "scenes/pirate/RadioBotEndClean04.vcd" //Let that be a lesson to you all } Rule WonRoundCleanpirate { criteria TLK_WonRoundClean Ispirate IsAllAlive IsTalkpirate ApplyContext "Talkpirate:1:1,SaidRoundEndpirate:1:10" applycontexttoworld Response WonRoundCleanpirate } Response WonRoundQuicklypirate { scene "scenes/pirate/RadioBotEndClean01.vcd" //We defeated them scene "scenes/pirate/RadioBotEndClean02.vcd" //We all can stand proudly scene "scenes/pirate/RadioBotEndClean04.vcd" //Let that be a lesson to you all scene "scenes/pirate/RadioBotEndClean05.vcd" //And stay off our island scene "scenes/pirate/RadioBotEndClean06.vcd" //This is our Island! } Rule WonRoundQuicklypirate { criteria TLK_WonRoundQuickly Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1,SaidRoundEndpirate:1:10" applycontexttoworld Response WonRoundQuicklypirate } Rule AgreeWithPlanpirate { criteria TLK_AgreeWithPlan Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Agreepirate } Rule FollowingCommanderpirate { criteria TLK_FollowingCommander Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response FollowingFriendpirate } Rule FollowingSirpirate { criteria TLK_FollowingSir Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response FollowingFriendpirate } Rule NiceShotCommanderpirate { criteria TLK_NiceShotCommander Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response NiceShotpirate } Rule NiceShotSirpirate { criteria TLK_NiceShotSir Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response NiceShotpirate } Rule ThrillEmotepirate { criteria TLK_ThrillEmote Ispirate IsTalkpirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response OnARollBragpirate } Rule EnemySpottedpirate { criteria TLK_EnemySpotted Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response Radio.EnemySpottedpirate } Rule radio.gopirate { criteria TLK_radio.go Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response radio.letsgopirate } Rule radio.moveoutpirate { criteria TLK_radio.moveout Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response radio.locknloadpirate } Rule Radio.ReportInTeampirate { criteria TLK_Radio.ReportInTeam Ispirate IsTalkpirate ApplyContext "Talkpirate:1:1" applycontexttoworld Response RequestReportpirate }