//-------------------------------------------------------------------------------------------------------------- // professional Response Rule File //-------------------------------------------------------------------------------------------------------------- Criterion "NotSaidHelpprofessional" "worldSaidHelpprofessional" "!=1" "required" weight 0 Criterion "NotSaidRoundEndprofessional" "worldSaidRoundEndprofessional" "!=1" "required" //-------------------------------------------------------------------------------------------------------------- // Radio //-------------------------------------------------------------------------------------------------------------- Response Affirmativeprofessional { scene "scenes/professional/radiobotreponsepositive01.vcd" //Yup scene "scenes/professional/radiobotreponsepositive02.vcd" //Alright scene "scenes/professional/radiobotreponsepositive02.vcd" //Alright scene "scenes/professional/radiobotreponsepositive03.vcd" //Whatever scene "scenes/professional/radiobotreponsepositive03.vcd" //Whatever scene "scenes/professional/radiobotreponsepositive04.vcd" //Okay scene "scenes/professional/radiobotreponsepositive07.vcd" //Sure scene "scenes/professional/radiobotreponsepositive08.vcd" //Yeah } Rule Affirmativeprofessional { criteria TLK_Affirmative Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Affirmativeprofessional } Response Agreeprofessional { scene "scenes/professional/radiobotreponsepositive04.vcd" //Okay scene "scenes/professional/radiobotreponsepositive06.vcd" //Alright scene "scenes/professional/radiobotreponsepositive09.vcd" //Guess so } Rule Agreeprofessional { criteria TLK_Agree Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Agreeprofessional } Response Blindedprofessional { scene "scenes/professional/RadioBotPostFlash01.vcd" //I can't see scene "scenes/professional/RadioBotPostFlash02.vcd" //I'm blinded scene "scenes/professional/RadioBotPostFlash03.vcd" //I can't see anything scene "scenes/professional/RadioBotPostFlash04.vcd" //I'm blind } Rule Blindedprofessional { criteria TLK_Blinded Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Blindedprofessional } Response BombsiteClearprofessional { scene "scenes/professional/RadioBombsite01.vcd" //We got the bombsite scene "scenes/professional/RadioBombsite02.vcd" //It's clear, plant it scene "scenes/professional/RadioBombsite03.vcd" //Bombsite under control } Rule BombsiteClearprofessional { criteria TLK_BombsiteClear Isprofessional IsTalkprofessional IsOneLeft ApplyContext "Talkprofessional:1:1" applycontexttoworld Response BombsiteClearprofessional } Response Clearprofessional { scene "scenes/professional/RadioBotClear01.vcd" //All clear scene "scenes/professional/RadioBotClear01.vcd" //All clear scene "scenes/professional/RadioBotClear02.vcd" //No one here scene "scenes/professional/RadioBotClear03.vcd" //Empty scene "scenes/professional/RadioBotClear04.vcd" //Nothin' here scene "scenes/professional/RadioBotClear05.vcd" //All clear scene "scenes/professional/RadioBotClear06.vcd" //No one here scene "scenes/professional/RadioBotClear07.vcd" //Nothin' here } Rule Clearprofessional { criteria TLK_Clear Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Clearprofessional } Response ClearedAreaprofessional { scene "scenes/professional/RadioBotClear01.vcd" //All clear scene "scenes/professional/RadioBotClear02.vcd" //No one here scene "scenes/professional/RadioBotClear03.vcd" //Empty } Rule ClearedAreaprofessional { criteria TLK_ClearedArea Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response ClearedAreaprofessional } Response CoveringFriendprofessional { scene "scenes/professional/radiobotreponsecoverrequest01.vcd" //I've got you scene "scenes/professional/radiobotreponsecoverrequest02.vcd" //Covering scene "scenes/professional/radiobotreponsecoverrequest03.vcd" //I'm on it. scene "scenes/professional/radiobotreponsecoverrequest04.vcd" //I've got your back scene "scenes/professional/radiobotreponsecoverrequest05.vcd" //I've got you scene "scenes/professional/radiobotreponsecoverrequest06.vcd" //Yeah, covering } Rule CoveringFriendprofessional { criteria TLK_CoveringFriend Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response CoveringFriendprofessional } Response DeathCryprofessional { scene "scenes/professional/t_death01.vcd" //Ahhhh! scene "scenes/professional/t_death02.vcd" //Ohhhh scene "scenes/professional/t_death03.vcd" //Ahhhh! scene "scenes/professional/t_death04.vcd" //Ahhhh! scene "scenes/professional/t_death05.vcd" //Ahhhh! scene "scenes/professional/t_death06.vcd" //Ahhhh! scene "scenes/professional/t_death07.vcd" //Ahhhh! } Rule DeathCryprofessional { criteria TLK_DeathCry Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response DeathCryprofessional } Response DefendingBombsiteprofessional { scene "scenes/professional/RadioBotGuarding04.vcd" //Staying at the safe scene "scenes/professional/RadioBotGuarding05.vcd" //Guarding the safe scene "scenes/professional/RadioBotGuarding06.vcd" //I'm staying at the safe } Rule DefendingBombsiteprofessional { criteria TLK_DefendingBombsite Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response DefendingBombsiteprofessional } Response DefendingBombsiteAprofessional { scene "scenes/professional/RadioBotGuardingA01.vcd" //Watching bombsite A scene "scenes/professional/RadioBotGuardingA02.vcd" //Covering bombsite A scene "scenes/professional/RadioBotGuardingA03.vcd" //Staying at bombsite A } Rule DefendingBombsiteAprofessional { criteria TLK_DefendingBombsite Isprofessional IsTalkprofessional IsBombSiteA ApplyContext "Talkprofessional:1:1" applycontexttoworld Response DefendingBombsiteAprofessional } Response DefendingBombsiteBprofessional { scene "scenes/professional/RadioBotGuardingB01.vcd" //Watching bombsite B scene "scenes/professional/RadioBotGuardingB02.vcd" //Covering bombsite B scene "scenes/professional/RadioBotGuardingB03.vcd" //Staying at bombsite B } Rule DefendingBombsiteBprofessional { criteria TLK_DefendingBombsite Isprofessional IsTalkprofessional IsBombSiteB ApplyContext "Talkprofessional:1:1" applycontexttoworld Response DefendingBombsiteBprofessional } Response DefendingBombsiteCprofessional { scene "scenes/professional/RadioBotGuardingC01.vcd" //Watching bombsite C scene "scenes/professional/RadioBotGuardingC02.vcd" //Covering bombsite C scene "scenes/professional/RadioBotGuardingC03.vcd" //Staying at bombsite C } Rule DefendingBombsiteCprofessional { criteria TLK_DefendingBombsite Isprofessional IsTalkprofessional IsBombSiteC ApplyContext "Talkprofessional:1:1" applycontexttoworld Response DefendingBombsiteCprofessional } Response DefusingBombprofessional { scene "scenes/professional/RadioBotBombDefusing01.vcd" //The bomb is being defused. scene "scenes/professional/RadioBotBombDefusing02.vcd" //They're trying to defuse the bomb! scene "scenes/professional/RadioBotBombDefusing05.vcd" //They're at the bomb. } Rule DefusingBombprofessional { criteria TLK_DefusingBomb Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response DefusingBombprofessional } Response Disagreeprofessional { scene "scenes/professional/radiobotreponsenegative02.vcd" //Get jacked, man scene "scenes/professional/radiobotreponsenegative06.vcd" //That's ain't happening, bro scene "scenes/professional/radiobotreponsenegative09.vcd" //Nah scene "scenes/professional/radiobotreponsenegative10.vcd" //Get bent scene "scenes/professional/radiobotreponsenegative14.vcd" //Ain't happening scene "scenes/professional/radiobotreponsenegative16.vcd" //Yeah no } Rule Disagreeprofessional { criteria TLK_Disagree Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Disagreeprofessional } Response FollowingFriendprofessional { scene "scenes/professional/RadioBotFollowYou01.vcd" //You go first scene "scenes/professional/RadioBotFollowYou02.vcd" //Lead the way scene "scenes/professional/RadioBotFollowYou03.vcd" //I'm with you scene "scenes/professional/RadioBotFollowYou04.vcd" //Go ahead, I'll follow } Rule FollowingFriendprofessional { criteria TLK_FollowingFriend Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response FollowingFriendprofessional } Response FriendlyFireprofessional { scene "scenes/professional/RadioBotUnderFireFriendly01.vcd" //You idiot, don't shoot me! scene "scenes/professional/RadioBotUnderFireFriendly02.vcd" //Don't shoot me! scene "scenes/professional/RadioBotUnderFireFriendly03.vcd" //Hey, let's not lose it now. scene "scenes/professional/RadioBotUnderFireFriendly04.vcd" //Watch the friendly fire scene "scenes/professional/RadioBotUnderFireFriendly05.vcd" //Pay attention to what you are doing. scene "scenes/professional/RadioBotUnderFireFriendly06.vcd" //Come on, keep your head in the game. scene "scenes/professional/RadioBotUnderFireFriendly07.vcd" //Hey, what are you doin' man? } Rule FriendlyFireprofessional { criteria TLK_FriendlyFire Isprofessional IsTalkprofessional IsBDamage ApplyContext "Talkprofessional:1:1" applycontexttoworld Response FriendlyFireprofessional } Response FriendlyFireNoBprofessional { scene "scenes/professional/RadioBotUnderFireFriendly03.vcd" //Hey, let's not lose it now. scene "scenes/professional/RadioBotUnderFireFriendly05.vcd" //Pay attention to what you are doing. scene "scenes/professional/RadioBotUnderFireFriendly06.vcd" //Come on, keep your head in the game. scene "scenes/professional/RadioBotUnderFireFriendly07.vcd" //Hey, what are you doin' man? } Rule FriendlyFireNoBprofessional { criteria TLK_FriendlyFire Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response FriendlyFireNoBprofessional } Response GoingToPlantBombAprofessional { scene "scenes/professional/RadioBotPlantingGoA01.vcd" //Taking the bomb to A scene "scenes/professional/RadioBotPlantingGoA02.vcd" //I'm going to planet the bomb at A } Rule GoingToPlantBombAprofessional { criteria TLK_GoingToPlantBomb Isprofessional IsTalkprofessional IsBombSiteA ApplyContext "Talkprofessional:1:1" applycontexttoworld Response GoingToPlantBombAprofessional } Response GoingToPlantBombBprofessional { scene "scenes/professional/RadioBotPlantingGoB01.vcd" //I'm going to planet the bomb at B scene "scenes/professional/RadioBotPlantingGoB02.vcd" //Taking the bomb to B } Rule GoingToPlantBombBprofessional { criteria TLK_GoingToPlantBomb Isprofessional IsTalkprofessional IsBombSiteB ApplyContext "Talkprofessional:1:1" applycontexttoworld Response GoingToPlantBombBprofessional } Response GoingToPlantBombCprofessional { scene "scenes/professional/RadioBotPlantingGoC01.vcd" //I'm going to planet the bomb at C scene "scenes/professional/RadioBotPlantingGoC02.vcd" //I'm taking the bomb to C scene "scenes/professional/RadioBotPlantingGoC03.vcd" //Taking the bomb to C } Rule GoingToPlantBombCprofessional { criteria TLK_GoingToPlantBomb Isprofessional IsTalkprofessional IsBombSiteC ApplyContext "Talkprofessional:1:1" applycontexttoworld Response GoingToPlantBombCprofessional } Response GoingToPlantBombSafeprofessional { scene "scenes/professional/RadioBotPlantingGoSafe01.vcd" //Gonna blow the safe scene "scenes/professional/RadioBotPlantingGoSafe02.vcd" //Heading to the safe scene "scenes/professional/RadioBotPlantingGoSafe03.vcd" //Going to the safe } Rule GoingToPlantBombSafeprofessional { criteria TLK_GoingToPlantBombSafe Isprofessional Isde_bank IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response GoingToPlantBombSafeprofessional } Response GoingToPlantBombprofessional { scene "scenes/professional/RadioBotPlantingGo01.vcd" //Going to plant the bomb scene "scenes/professional/RadioBotPlantingGo02.vcd" //Gonna plant scene "scenes/professional/RadioBotPlantingGo03.vcd" //Gonna plant the bomb } Rule GoingToPlantBombprofessional { criteria TLK_GoingToPlantBomb Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response GoingToPlantBombprofessional } Response HeardNoiseprofessional { scene "scenes/professional/RadioBotHear01.vcd" //I think I heard something scene "scenes/professional/RadioBotHear02.vcd" //Hey, anyone else hear that? scene "scenes/professional/RadioBotHear03.vcd" //What was that noise? scene "scenes/professional/RadioBotHear04.vcd" //I think I heard something scene "scenes/professional/RadioBotHear05.vcd" //Did you hear that? scene "scenes/professional/RadioBotHear06.vcd" //Did you hear that? } Rule HeardNoiseprofessional { criteria TLK_HeardNoise Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response HeardNoiseprofessional } Response helpprofessional { scene "scenes/professional/RadioBotUnderFire06.vcd" //I need help scene "scenes/professional/RadioBotUnderFire07.vcd" //Could use some help over here scene "scenes/professional/RadioBotUnderFire08.vcd" //Help! } Rule helpprofessional { criteria TLK_help Isprofessional ApplyContext "Talkprofessional:1:1,SaidHelpprofessional:1:3" applycontexttoworld Response helpprofessional } Response InCombatprofessional { scene "scenes/professional/radiobotreponseattacking01.vcd" //Taking these guys out scene "scenes/professional/radiobotreponseattacking02.vcd" //I'm attacking these guys scene "scenes/professional/radiobotreponseattacking03.vcd" //I'm doing this! scene "scenes/professional/radiobotreponseattacking04.vcd" //Attacking! scene "scenes/professional/radiobotreponseattacking05.vcd" //I'm for it scene "scenes/professional/radiobotreponseattacking06.vcd" //I'm lettin' em' have it. scene "scenes/professional/radiobotreponseattacking07.vcd" //Eat this. scene "scenes/professional/radiobotreponseattacking08.vcd" //I'm doing this! scene "scenes/professional/radiobotreponseattacking09.vcd" //Suck it! } Rule InCombatprofessional { criteria TLK_InCombat Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response InCombatprofessional } Response KilledFriendprofessional { scene "scenes/professional/RadioBotUnderFireFriendly03.vcd" //Hey, let's not lose it now. scene "scenes/professional/RadioBotUnderFireFriendly06.vcd" //Come on, keep your head in the game. scene "scenes/professional/RadioBotUnderFireFriendly07.vcd" //Hey, what are you doin' man? } Rule KilledFriendprofessional { criteria TLK_KilledFriend Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response KilledFriendprofessional } Response KilledMyEnemyprofessional { scene "scenes/professional/RadioBotKill01.vcd" //Got 'em scene "scenes/professional/RadioBotKill04.vcd" //He's down scene "scenes/professional/RadioBotKill06.vcd" //Nailed one scene "scenes/professional/RadioBotKill07.vcd" //Nailed him scene "scenes/professional/RadioBotKill08.vcd" //Dropped him scene "scenes/professional/RadioBotKill09.vcd" //Yeah, I dropped him scene "scenes/professional/RadioBotKill10.vcd" //Finished him off scene "scenes/professional/RadioBotKill11.vcd" //He's down } Rule KilledMyEnemyprofessional { criteria TLK_KilledMyEnemy Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response KilledMyEnemyprofessional } Response LastManStandingprofessional { scene "scenes/professional/RadioBotCheer03.vcd" //Yes! scene "scenes/professional/RadioBotCheer03.vcd" //Yes! scene "scenes/professional/RadioBotCheer09.vcd" //Yes! scene "scenes/professional/RadioBotCheer09.vcd" //Yes! scene "scenes/professional/RadioBotCheer11.vcd" //Oh yeah! scene "scenes/professional/RadioBotCheer11.vcd" //Oh yeah! scene "scenes/professional/RadioBotEndClean02.vcd" //That's it, right there. scene "scenes/professional/RadioBotEndClean02.vcd" //That's it, right there. } Rule LastManStandingprofessional { criteria TLK_LastManStanding Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response LastManStandingprofessional } Response LostEnemyprofessional { scene "scenes/professional/RadioBotQuery01.vcd" //Anyone see the cops? scene "scenes/professional/RadioBotQuery01.vcd" //Anyone see the cops? scene "scenes/professional/RadioBotQuery02.vcd" //Anyone see 'em? scene "scenes/professional/RadioBotQuery02.vcd" //Anyone see 'em? scene "scenes/professional/RadioBotQuery03.vcd" //Anyone see the cops? scene "scenes/professional/RadioBotQuery03.vcd" //Anyone see the cops? scene "scenes/professional/RadioBotQuery04.vcd" //Where are they? scene "scenes/professional/RadioBotQuery04.vcd" //Where are they? } Rule LostEnemyprofessional { criteria TLK_LostEnemy Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response LostEnemyprofessional } Response Map_BackYardprofessional { scene "scenes/professional/tmap_de_bank01.vcd" //Back Yard scene "scenes/professional/tmap_de_bank02.vcd" //Checking the back yard scene "scenes/professional/tmap_de_bank03.vcd" //In the back yard } Rule Map_BackYardprofessional { criteria TLK_Map_BackYard Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Map_BackYardprofessional } Response Map_CTSpawnprofessional { scene "scenes/professional/tmap_cs_italy10.vcd" //At their entry point scene "scenes/professional/tmap_cs_italy11.vcd" //Okay, I'm at their entry point scene "scenes/professional/tmap_cs_italy28.vcd" //I'm at their Insertion Point scene "scenes/professional/tmap_cs_office10.vcd" //At their entry point } Rule Map_CTSpawnprofessional { criteria TLK_Map_CTSpawn Isprofessional IsTalkprofessional IsNotar_shoots ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Map_CTSpawnprofessional } Response Map_TSpawnprofessional { scene "scenes/professional/tmap_de_bank20.vcd" //At our entry point } Rule Map_TSpawnprofessional { criteria TLK_Map_TSpawn Isprofessional IsTalkprofessional IsNotar_shoots ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Map_TSpawnprofessional } Response Negativeprofessional { scene "scenes/professional/radiobotreponsenegative01.vcd" //No scene "scenes/professional/radiobotreponsenegative05.vcd" //Negative, man scene "scenes/professional/radiobotreponsenegative07.vcd" //Nope scene "scenes/professional/radiobotreponsenegative08.vcd" //No way scene "scenes/professional/radiobotreponsenegative12.vcd" //That's a no } Rule Negativeprofessional { criteria TLK_Negative Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Negativeprofessional } Response NiceShotprofessional { scene "scenes/professional/RadioBotNiceShot01.vcd" //Nice shot scene "scenes/professional/RadioBotNiceShot01.vcd" //Nice shot scene "scenes/professional/RadioBotNiceShot02.vcd" //That's the one, yeah. scene "scenes/professional/RadioBotNiceShot02.vcd" //That's the one, yeah. scene "scenes/professional/RadioBotNiceShot03.vcd" //Nice shot scene "scenes/professional/RadioBotNiceShot03.vcd" //Nice shot scene "scenes/professional/RadioBotNiceShot04.vcd" //That's the one scene "scenes/professional/RadioBotNiceShot04.vcd" //That's the one scene "scenes/professional/RadioBotNiceShot05.vcd" //Good kill scene "scenes/professional/RadioBotNiceShot05.vcd" //Good kill scene "scenes/professional/RadioBotNiceShot06.vcd" //Nice shot scene "scenes/professional/RadioBotNiceShot06.vcd" //Nice shot scene "scenes/professional/RadioBotNiceShot07.vcd" //Hey, good shot scene "scenes/professional/RadioBotNiceShot07.vcd" //Hey, good shot scene "scenes/professional/RadioBotNiceShot08.vcd" //That's how you do it scene "scenes/professional/RadioBotNiceShot08.vcd" //That's how you do it scene "scenes/professional/RadioBotNiceShot09.vcd" //Good shot scene "scenes/professional/RadioBotNiceShot09.vcd" //Good shot scene "scenes/professional/RadioBotNiceShot10.vcd" //Hey, way to go scene "scenes/professional/RadioBotNiceShot10.vcd" //Hey, way to go scene "scenes/professional/RadioBotNiceShot11.vcd" //Yeah, good kill, man scene "scenes/professional/RadioBotNiceShot11.vcd" //Yeah, good kill, man scene "scenes/professional/RadioBotNiceShot12.vcd" //Yo, that's the one, that's the one. scene "scenes/professional/RadioBotNiceShot12.vcd" //Yo, that's the one, that's the one. scene "scenes/professional/RadioBotNiceShot13.vcd" //Yeah, nice shot scene "scenes/professional/RadioBotNiceShot13.vcd" //Yeah, nice shot } Rule NiceShotprofessional { criteria TLK_NiceShot Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response NiceShotprofessional } Response NoEnemiesLeftprofessional { scene "scenes/professional/RadioBotClear01.vcd" //All clear scene "scenes/professional/RadioBotClear05.vcd" //All clear } Rule NoEnemiesLeftprofessional { criteria TLK_NoEnemiesLeft Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response NoEnemiesLeftprofessional } Response OnARollBragprofessional { scene "scenes/professional/RadioBotCheer01.vcd" //Oh yeah! scene "scenes/professional/RadioBotCheer02.vcd" //All right! scene "scenes/professional/RadioBotCheer03.vcd" //Yes! scene "scenes/professional/RadioBotCheer06.vcd" //That's cool, man! scene "scenes/professional/RadioBotCheer08.vcd" //All right! scene "scenes/professional/RadioBotCheer09.vcd" //Yes! scene "scenes/professional/RadioBotCheer10.vcd" //Right there, right there! Yeah! scene "scenes/professional/RadioBotCheer11.vcd" //Oh yeah! scene "scenes/professional/RadioBotCheer12.vcd" //This is going to like clockwork, man scene "scenes/professional/RadioBotCheer13.vcd" //We are getting this done. } Rule OnARollBragprofessional { criteria TLK_OnARollBrag Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response OnARollBragprofessional } Response OneEnemyLeftprofessional { scene "scenes/professional/RadioBotKillCount04.vcd" //1 guy left scene "scenes/professional/RadioBotKillCount05.vcd" //Only 1 guy left scene "scenes/professional/RadioBotKillCount15.vcd" //Only one left scene "scenes/professional/RadioBotKillCount16.vcd" //1 guy left scene "scenes/professional/RadioBotKillCount21.vcd" //1 guy scene "scenes/professional/RadioBotKillCount22.vcd" //Only 1 guy scene "scenes/professional/RadioBotKillCount27.vcd" //We got one guy trying to stop us } Rule OneEnemyLeftprofessional { criteria TLK_OneEnemyLeft Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response OneEnemyLeftprofessional } Response OnMyWayprofessional { scene "scenes/professional/radiobotreponseomw01.vcd" //I'm heading over scene "scenes/professional/radiobotreponseomw02.vcd" //I'm on my way scene "scenes/professional/radiobotreponseomw03.vcd" //I'll be there in a minute scene "scenes/professional/radiobotreponseomw04.vcd" //Heading over scene "scenes/professional/radiobotreponseomw05.vcd" //On my way } Rule OnMyWayprofessional { criteria TLK_OnMyWay Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response OnMyWayprofessional } Response PinnedDownprofessional { scene "scenes/professional/RadioBotUnderFire03.vcd" //I'm pinned down } Rule PinnedDownprofessional { criteria TLK_PinnedDown Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response PinnedDownprofessional } Response PlantedBombPlaceprofessional { scene "scenes/professional/RadioBotBombAtSafe01.vcd" //Bomb's planted at the safe scene "scenes/professional/RadioBotBombAtSafe02.vcd" //The bomb is at the safe scene "scenes/professional/RadioBotBombAtSafe03.vcd" //We're ready to blow the safe } Rule PlantedBombPlaceprofessional { criteria TLK_PlantedBombPlace Isde_bank IsBombSite Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response PlantedBombPlaceprofessional } Response PlantingBombprofessional { scene "scenes/professional/RadioBotPlanting01.vcd" //Planting scene "scenes/professional/RadioBotPlanting02.vcd" //I'm planting the bomb scene "scenes/professional/RadioBotPlanting04.vcd" //Gonna plant scene "scenes/professional/RadioBotPlanting05.vcd" //I'm settin' the bomb scene "scenes/professional/RadioBotPlanting06.vcd" //Settin' the bomb } Rule PlantingBombprofessional { criteria TLK_PlantingBomb Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1,SaidBombPlant:1:20" applycontexttoworld Response PlantingBombprofessional } Response PlantingBombSafeprofessional { scene "scenes/professional/RadioBotPlanting01.vcd" //Planting scene "scenes/professional/RadioBotPlanting02.vcd" //I'm planting the bomb scene "scenes/professional/RadioBotPlanting03.vcd" //I'm gonna blow the safe scene "scenes/professional/RadioBotPlanting04.vcd" //Gonna plant scene "scenes/professional/RadioBotPlanting05.vcd" //I'm settin' the bomb scene "scenes/professional/RadioBotPlanting06.vcd" //Settin' the bomb scene "scenes/professional/RadioBotPlanting07.vcd" //Blowing the safe } Rule PlantingBombSafeprofessional { criteria TLK_PlantingBomb Isde_bank Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1,SaidBombPlant:1:20" applycontexttoworld Response PlantingBombSafeprofessional } Response Radio.Affirmitiveprofessional { scene "scenes/professional/radiobotreponsepositive01.vcd" //Yup scene "scenes/professional/radiobotreponsepositive02.vcd" //Alright scene "scenes/professional/radiobotreponsepositive02.vcd" //Alright scene "scenes/professional/radiobotreponsepositive03.vcd" //Whatever scene "scenes/professional/radiobotreponsepositive03.vcd" //Whatever scene "scenes/professional/radiobotreponsepositive04.vcd" //Okay scene "scenes/professional/radiobotreponsepositive07.vcd" //Sure scene "scenes/professional/radiobotreponsepositive08.vcd" //Yeah } Rule Radio.Affirmitiveprofessional { criteria TLK_Radio.Affirmitive Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Radio.Affirmitiveprofessional } Response Radio.Cheerprofessional { scene "scenes/professional/RadioBotCheer01.vcd" //Oh yeah! scene "scenes/professional/RadioBotCheer02.vcd" //All right! scene "scenes/professional/RadioBotCheer03.vcd" //Yes! scene "scenes/professional/RadioBotCheer06.vcd" //That's cool, man! scene "scenes/professional/RadioBotCheer08.vcd" //All right! scene "scenes/professional/RadioBotCheer09.vcd" //Yes! scene "scenes/professional/RadioBotCheer10.vcd" //Right there, right there! Yeah! scene "scenes/professional/RadioBotCheer11.vcd" //Oh yeah! scene "scenes/professional/RadioBotCheer12.vcd" //This is going to like clockwork, man scene "scenes/professional/RadioBotCheer13.vcd" //We are getting this done. } Rule Radio.Cheerprofessional { criteria TLK_Radio.Cheer Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Radio.Cheerprofessional } Response Radio.Complimentprofessional { scene "scenes/professional/RadioBotCheer01.vcd" //Oh yeah! scene "scenes/professional/RadioBotCheer02.vcd" //All right! scene "scenes/professional/RadioBotCheer03.vcd" //Yes! scene "scenes/professional/RadioBotCheer06.vcd" //That's cool, man! scene "scenes/professional/RadioBotCheer08.vcd" //All right! scene "scenes/professional/RadioBotCheer09.vcd" //Yes! scene "scenes/professional/RadioBotCheer10.vcd" //Right there, right there! Yeah! scene "scenes/professional/RadioBotCheer11.vcd" //Oh yeah! scene "scenes/professional/RadioBotCheer12.vcd" //This is going to like clockwork, man scene "scenes/professional/RadioBotCheer13.vcd" //We are getting this done. } Rule Radio.Complimentprofessional { criteria TLK_Radio.Compliment Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Radio.Complimentprofessional } Response Radio.CoverMeprofessional { scene "scenes/professional/CoverMe01.vcd" //Cover scene "scenes/professional/CoverMe02.vcd" //Cover } Rule Radio.CoverMeprofessional { criteria TLK_Radio.CoverMe Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Radio.CoverMeprofessional } Response Radio.Decoyprofessional { scene "scenes/professional/t_decoy01.vcd" //Decoy! scene "scenes/professional/t_decoy02.vcd" //Decoy's out scene "scenes/professional/t_decoy03.vcd" //Throwing a decoy } Rule Radio.Decoyprofessional { criteria TLK_Radio.Decoy Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Radio.Decoyprofessional } Response Radio.EnemyDownprofessional { scene "scenes/professional/RadioBotKill01.vcd" //Got 'em scene "scenes/professional/RadioBotKill04.vcd" //He's down scene "scenes/professional/RadioBotKill07.vcd" //Nailed him scene "scenes/professional/RadioBotKill08.vcd" //Dropped him scene "scenes/professional/RadioBotKill11.vcd" //He's down } Rule Radio.EnemyDownprofessional { criteria TLK_Radio.EnemyDown Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Radio.EnemyDownprofessional } Response Radio.EnemySpottedprofessional { scene "scenes/professional/RadioBotTarget01.vcd" //Cops! scene "scenes/professional/RadioBotTarget05.vcd" //I see one scene "scenes/professional/RadioBotTarget06.vcd" //There's one scene "scenes/professional/RadioBotTarget08.vcd" //Cops! } Rule Radio.EnemySpottedprofessional { criteria TLK_Radio.EnemySpotted Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Radio.EnemySpottedprofessional } Response Radio.FireInTheHoleprofessional { scene "scenes/professional/t_grenade01.vcd" //Grenade! scene "scenes/professional/t_grenade02.vcd" //Grenade! scene "scenes/professional/t_grenade05.vcd" //Fire in the hole! scene "scenes/professional/t_grenade06.vcd" //I'm throwing a grenade. } Rule Radio.FireInTheHoleprofessional { criteria TLK_Radio.FireInTheHole Isprofessional IsTalkprofessional IsNottraining1 ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Radio.FireInTheHoleprofessional } Response Radio.Flashbangprofessional { scene "scenes/professional/t_flashbang01.vcd" //Flashbang scene "scenes/professional/t_flashbang03.vcd" //Throwing a Flashbang scene "scenes/professional/t_flashbang04.vcd" //Throwing Flashbang } Rule Radio.Flashbangprofessional { criteria TLK_Radio.Flashbang Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Radio.Flashbangprofessional } Response Radio.FollowMeprofessional { scene "scenes/professional/RadioBotFollowMe01.vcd" //Let's go this way scene "scenes/professional/RadioBotFollowMe01.vcd" //Let's go this way scene "scenes/professional/RadioBotFollowMe02.vcd" //Behind me scene "scenes/professional/RadioBotFollowMe03.vcd" //Follow me scene "scenes/professional/RadioBotFollowMe03.vcd" //Follow me scene "scenes/professional/RadioBotFollowMe04.vcd" //Follow me scene "scenes/professional/RadioBotFollowMe04.vcd" //Follow me scene "scenes/professional/RadioBotFollowMe06.vcd" //This way scene "scenes/professional/RadioBotFollowMe06.vcd" //This way } Rule Radio.FollowMeprofessional { criteria TLK_Radio.FollowMe Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Radio.FollowMeprofessional } Response Radio.GetInPositionprofessional { scene "scenes/professional/RadioBotCheer01.vcd" //Oh yeah! scene "scenes/professional/radiobotreponsepositive06.vcd" //Alright } Rule Radio.GetInPositionprofessional { criteria TLK_Radio.GetInPosition Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Radio.GetInPositionprofessional } Response Radio.GetOutOfThereprofessional { scene "scenes/professional/radiobotgo01.vcd" //Let's go! Let's go! scene "scenes/professional/radiobotgo01.vcd" //Let's go! Let's go! scene "scenes/professional/radiobotgo09.vcd" //Come on, come on, let's go } Rule Radio.GetOutOfThereprofessional { criteria TLK_Radio.GetOutOfThere Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Radio.GetOutOfThereprofessional } Response Radio.GoGoGoprofessional { scene "scenes/professional/radiobotgo01.vcd" //Let's go! Let's go! scene "scenes/professional/radiobotgo02.vcd" //Go go go! scene "scenes/professional/radiobotgo03.vcd" //Let's go! scene "scenes/professional/radiobotgo04.vcd" //Go go go! } Rule Radio.GoGoGoprofessional { criteria TLK_Radio.GoGoGo Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Radio.GoGoGoprofessional } Response Radio.HoldPositionprofessional { scene "scenes/professional/RadioBotHold02.vcd" //Hey, cover this area scene "scenes/professional/RadioBotHold03.vcd" //Cover this area scene "scenes/professional/RadioBotHold04.vcd" //Stay here } Rule Radio.HoldPositionprofessional { criteria TLK_Radio.HoldPosition Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Radio.HoldPositionprofessional } Response Radio.InPositionprofessional { scene "scenes/professional/InPosition01.vcd" //I'm here scene "scenes/professional/InPosition01.vcd" //I'm here } Rule Radio.InPositionprofessional { criteria TLK_Radio.InPosition Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Radio.InPositionprofessional } Response radio.letsgoprofessional { scene "scenes/professional/radiobotgo01.vcd" //Let's go! Let's go! scene "scenes/professional/radiobotgo02.vcd" //Go go go! scene "scenes/professional/radiobotgo03.vcd" //Let's go! scene "scenes/professional/radiobotgo04.vcd" //Go go go! scene "scenes/professional/radiobotgo05.vcd" //Let's go! scene "scenes/professional/radiobotgo06.vcd" //Move it! Move it! scene "scenes/professional/radiobotgo07.vcd" //Let's go! scene "scenes/professional/radiobotgo08.vcd" //Let's go, people! scene "scenes/professional/radiobotgo09.vcd" //Come on, come on, let's go } Rule radio.letsgoprofessional { criteria TLK_radio.letsgo Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response radio.letsgoprofessional } Response radio.locknloadsafeprofessional { scene "scenes/professional/RadioBotStart01.vcd" //Let's go scene "scenes/professional/RadioBotStart02.vcd" //Let's do this scene "scenes/professional/RadioBotStart03.vcd" //Let's do this thing, come on. scene "scenes/professional/RadioBotStart04.vcd" //Let's blow the safe scene "scenes/professional/RadioBotStart05.vcd" //Hit it scene "scenes/professional/RadioBotStart06.vcd" //Time to do this scene "scenes/professional/RadioBotStart07.vcd" //Let's go, Let's go. scene "scenes/professional/RadioBotStart08.vcd" //Let's do this quick scene "scenes/professional/RadioBotStart09.vcd" //Let's get in and out scene "scenes/professional/RadioBotStart10.vcd" //Let's get in and get out } Rule radio.locknloadsafeprofessional { criteria TLK_radio.locknload Isprofessional Isde_bank IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response radio.locknloadsafeprofessional } Response radio.locknloadprofessional { scene "scenes/professional/RadioBotStart01.vcd" //Let's go scene "scenes/professional/RadioBotStart02.vcd" //Let's do this scene "scenes/professional/RadioBotStart03.vcd" //Let's do this thing, come on. scene "scenes/professional/RadioBotStart05.vcd" //Hit it scene "scenes/professional/RadioBotStart06.vcd" //Time to do this scene "scenes/professional/RadioBotStart07.vcd" //Let's go, Let's go. scene "scenes/professional/RadioBotStart08.vcd" //Let's do this quick scene "scenes/professional/RadioBotStart09.vcd" //Let's get in and out scene "scenes/professional/RadioBotStart10.vcd" //Let's get in and get out } Rule radio.locknloadprofessional { criteria TLK_radio.locknload Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response radio.locknloadprofessional } Response Radio.Molotovprofessional { scene "scenes/professional/t_molotov01.vcd" //Molotov! scene "scenes/professional/t_molotov03.vcd" //Throwing fire. scene "scenes/professional/t_molotov04.vcd" //Let's set this place on fire. scene "scenes/professional/t_molotov08.vcd" //Let's burn it to the ground scene "scenes/professional/t_molotov11.vcd" //I'm lighting it up! } Rule Radio.Molotovprofessional { criteria TLK_Radio.Molotov Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Radio.Molotovprofessional } Response Radio.NeedBackupprofessional { scene "scenes/professional/RadioBotUnderFire05.vcd" //Could use some help scene "scenes/professional/RadioBotUnderFire05.vcd" //Could use some help scene "scenes/professional/RadioBotUnderFire07.vcd" //Could use some help over here scene "scenes/professional/RadioBotUnderFire10.vcd" //Could use some help over here } Rule Radio.NeedBackupprofessional { criteria TLK_Radio.NeedBackup Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Radio.NeedBackupprofessional } Response Radio.Negativeprofessional { scene "scenes/professional/radiobotreponsenegative02.vcd" //Get jacked, man scene "scenes/professional/radiobotreponsenegative03.vcd" //That's a big no scene "scenes/professional/radiobotreponsenegative05.vcd" //Negative, man scene "scenes/professional/radiobotreponsenegative06.vcd" //That's ain't happening, bro scene "scenes/professional/radiobotreponsenegative08.vcd" //No way scene "scenes/professional/radiobotreponsenegative19.vcd" //Nope } Rule Radio.Negativeprofessional { criteria TLK_Radio.Negative Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Radio.Negativeprofessional } Response Radio.Regroupprofessional { scene "scenes/professional/RadioBotRegroup01.vcd" //Stick together scene "scenes/professional/RadioBotRegroup02.vcd" //Stick together scene "scenes/professional/RadioBotRegroup04.vcd" //Hey, let's stick together } Rule Radio.Regroupprofessional { criteria TLK_Radio.Regroup Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Radio.Regroupprofessional } Response Radio.ReportingInprofessional { scene "scenes/professional/ReportingIn01.vcd" //Here scene "scenes/professional/ReportingIn01.vcd" //Here scene "scenes/professional/ReportingIn01.vcd" //Here } Rule Radio.ReportingInprofessional { criteria TLK_Radio.ReportingIn Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Radio.ReportingInprofessional } Response Radio.ReportInTeamprofessional { scene "scenes/professional/RadioBotReport01.vcd" //What's going on? scene "scenes/professional/RadioBotReport02.vcd" //Hey, what's going on? scene "scenes/professional/RadioBotReport03.vcd" //What's up? } Rule Radio.ReportInTeamprofessional { criteria TLK_Radio.ReportInTeam Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Radio.ReportInTeamprofessional } Response Radio.Rogerprofessional { scene "scenes/professional/radiobotreponsepositive02.vcd" //Alright scene "scenes/professional/radiobotreponsepositive03.vcd" //Whatever scene "scenes/professional/radiobotreponsepositive05.vcd" //Okay scene "scenes/professional/radiobotreponsepositive06.vcd" //Alright scene "scenes/professional/radiobotreponsepositive08.vcd" //Yeah scene "scenes/professional/radiobotreponsepositive10.vcd" //Okay } Rule Radio.Rogerprofessional { criteria TLK_Radio.Roger Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Radio.Rogerprofessional } Response Radio.SectorClearprofessional { scene "scenes/professional/RadioBotClear01.vcd" //All clear scene "scenes/professional/RadioBotClear02.vcd" //No one here scene "scenes/professional/RadioBotClear03.vcd" //Empty } Rule Radio.SectorClearprofessional { criteria TLK_Radio.SectorClear Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Radio.SectorClearprofessional } Response Radio.Smokeprofessional { scene "scenes/professional/t_smoke01.vcd" //Smoke! scene "scenes/professional/t_smoke03.vcd" //I'm throwing smoke. scene "scenes/professional/t_smoke04.vcd" //I'm laying down some smoke. scene "scenes/professional/t_smoke05.vcd" //Throwing smoke. } Rule Radio.Smokeprofessional { criteria TLK_Radio.Smoke Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Radio.Smokeprofessional } Response Radio.StickTogetherprofessional { scene "scenes/professional/RadioBotRegroup01.vcd" //Stick together scene "scenes/professional/RadioBotRegroup02.vcd" //Stick together } Rule Radio.StickTogetherprofessional { criteria TLK_Radio.StickTogether Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Radio.StickTogetherprofessional } Response radio.takingfireprofessional { scene "scenes/professional/RadioBotUnderFire01.vcd" //I'm under fire scene "scenes/professional/RadioBotUnderFire02.vcd" //This was a bad idea scene "scenes/professional/RadioBotUnderFire04.vcd" //I'm in trouble scene "scenes/professional/RadioBotUnderFire09.vcd" //They're shooting at me scene "scenes/professional/RadioBotUnderFire10.vcd" //Could use some help over here scene "scenes/professional/RadioBotUnderFire11.vcd" //I'm in big trouble } Rule radio.takingfireprofessional { criteria TLK_radio.takingfire Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response radio.takingfireprofessional } Response Radio.TeamFallBackprofessional { scene "scenes/professional/RadioBotFallBack01.vcd" //Get back! scene "scenes/professional/RadioBotFallBack02.vcd" //Back! scene "scenes/professional/RadioBotFallBack03.vcd" //Come on! Back! scene "scenes/professional/RadioBotFallBack04.vcd" //Back! Back! scene "scenes/professional/RadioBotFallBack05.vcd" //Let's get out of here. } Rule Radio.TeamFallBackprofessional { criteria TLK_Radio.TeamFallBack Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Radio.TeamFallBackprofessional } Response Radio.Thanksprofessional { scene "scenes/professional/RadioBotCheer01.vcd" //Oh yeah! scene "scenes/professional/radiobotreponsepositive06.vcd" //Alright } Rule Radio.Thanksprofessional { criteria TLK_Radio.Thanks Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Radio.Thanksprofessional } Response Radio.YouTakeThePointprofessional { scene "scenes/professional/RadioBotFollowYou02.vcd" //Lead the way scene "scenes/professional/RadioBotFollowYou03.vcd" //I'm with you scene "scenes/professional/RadioBotFollowYou04.vcd" //Go ahead, I'll follow scene "scenes/professional/RadioBotFollowYou05.vcd" //Lead the way } Rule Radio.YouTakeThePointprofessional { criteria TLK_Radio.YouTakeThePoint Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Radio.YouTakeThePointprofessional } Response ReportingInprofessional { scene "scenes/professional/ReportingIn01.vcd" //Here scene "scenes/professional/ReportingIn01.vcd" //Here scene "scenes/professional/ReportingIn01.vcd" //Here } Rule ReportingInprofessional { criteria TLK_ReportingIn Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response ReportingInprofessional } Response RequestReportprofessional { scene "scenes/professional/RadioBotReport01.vcd" //What's going on? scene "scenes/professional/RadioBotReport02.vcd" //Hey, what's going on? scene "scenes/professional/RadioBotReport03.vcd" //What's up? scene "scenes/professional/RadioBotReport04.vcd" //What's up? scene "scenes/professional/RadioBotReport05.vcd" //Anyone? Come in. scene "scenes/professional/RadioBotReport06.vcd" //Anyone? scene "scenes/professional/RadioBotReport07.vcd" //Talk to me. What's up? scene "scenes/professional/RadioBotReport08.vcd" //Anyone see anything? } Rule RequestReportprofessional { criteria TLK_RequestReport Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response RequestReportprofessional } Response ScaredEmoteprofessional { scene "scenes/professional/RadioBotStart02.vcd" //Let's do this scene "scenes/professional/RadioBotStart03.vcd" //Let's do this thing, come on. scene "scenes/professional/RadioBotUnderFire02.vcd" //This was a bad idea } Rule ScaredEmoteprofessional { criteria TLK_ScaredEmote Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response ScaredEmoteprofessional } Response SniperKilledprofessional { scene "scenes/professional/RadioBotKillSniper01.vcd" //the sniper's down scene "scenes/professional/RadioBotKillSniper02.vcd" //Got the sniper scene "scenes/professional/RadioBotKillSniper03.vcd" //Got that sniper scene "scenes/professional/RadioBotKillSniper04.vcd" //Sniper down scene "scenes/professional/RadioBotKillSniper05.vcd" //I took out the sniper scene "scenes/professional/RadioBotKillSniper06.vcd" //Sniper's history } Rule SniperKilledprofessional { criteria TLK_SniperKilled Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response SniperKilledprofessional } Response SniperWarningprofessional { scene "scenes/professional/RadioBotUnderFireSniper01.vcd" //Sniper! scene "scenes/professional/RadioBotUnderFireSniper02.vcd" //Watch out, sniper! scene "scenes/professional/RadioBotUnderFireSniper04.vcd" //Sniper! Sniper! } Rule SniperWarningprofessional { criteria TLK_SniperWarning Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response SniperWarningprofessional } Response ThreeEnemiesLeftprofessional { scene "scenes/professional/RadioBotKillCount02.vcd" //3 guys left scene "scenes/professional/RadioBotKillCount09.vcd" //3 to go scene "scenes/professional/RadioBotKillCount12.vcd" //3 guys left scene "scenes/professional/RadioBotKillCount18.vcd" //That makes 3 left scene "scenes/professional/RadioBotKillCount24.vcd" //That makes 3 } Rule ThreeEnemiesLeftprofessional { criteria TLK_ThreeEnemiesLeft Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response ThreeEnemiesLeftprofessional } Response TwoEnemiesLeftprofessional { scene "scenes/professional/RadioBotKillCount03.vcd" //2 guys left scene "scenes/professional/RadioBotKillCount07.vcd" //They're down to two scene "scenes/professional/RadioBotKillCount10.vcd" //Only 2 guys left scene "scenes/professional/RadioBotKillCount13.vcd" //2 guys left scene "scenes/professional/RadioBotKillCount19.vcd" //That makes 2 left scene "scenes/professional/RadioBotKillCount25.vcd" //That makes 2 } Rule TwoEnemiesLeftprofessional { criteria TLK_TwoEnemiesLeft Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response TwoEnemiesLeftprofessional } Response WaitingHereprofessional { scene "scenes/professional/WaitingHere01.vcd" //I'm staying here } Rule WaitingHereprofessional { criteria TLK_WaitingHere Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response WaitingHereprofessional } Response WonRoundprofessional { scene "scenes/professional/RadioBotEndClean03.vcd" //Money. We got it baby scene "scenes/professional/RadioBotEndSolid01.vcd" //Good job everyone. scene "scenes/professional/RadioBotEndSolid02.vcd" //That was solid. scene "scenes/professional/RadioBotEndSolid04.vcd" //Nice work scene "scenes/professional/RadioBotEndSolid05.vcd" //We did it. Let's go. scene "scenes/professional/RadioBotEndSolid06.vcd" //That's over. scene "scenes/professional/RadioBotEndSolid07.vcd" //And that was that. scene "scenes/professional/RadioBotEndSolid08.vcd" //Man, we did it. Let's get outta here. } Rule WonRoundprofessional { criteria TLK_WonRound Isprofessional IsTalkprofessional NotSaidRoundEndprofessional ApplyContext "Talkprofessional:1:1,SaidRoundEndprofessional:1:10" applycontexttoworld Response WonRoundprofessional } Response WonRoundCleanprofessional { scene "scenes/professional/RadioBotEndClean01.vcd" // scene "scenes/professional/RadioBotEndClean02.vcd" //That's it, right there. scene "scenes/professional/RadioBotEndClean04.vcd" //We showed them who's in charge. scene "scenes/professional/RadioBotEndClean06.vcd" //We got the money. } Rule WonRoundCleanprofessional { criteria TLK_WonRoundClean Isprofessional IsAllAlive IsTalkprofessional ApplyContext "Talkprofessional:1:1,SaidRoundEndprofessional:1:10" applycontexttoworld Response WonRoundCleanprofessional } Response WonRoundQuicklyprofessional { scene "scenes/professional/RadioBotEndClean01.vcd" // scene "scenes/professional/RadioBotEndClean02.vcd" //That's it, right there. scene "scenes/professional/RadioBotEndClean04.vcd" //We showed them who's in charge. scene "scenes/professional/RadioBotEndClean05.vcd" //Money. We got it baby scene "scenes/professional/RadioBotEndClean06.vcd" //We got the money. scene "scenes/professional/RadioBotEndClean07.vcd" //Now that went according to plan. scene "scenes/professional/RadioBotEndClean10.vcd" //That was all us. scene "scenes/professional/RadioBotEndClean11.vcd" //That was all us. } Rule WonRoundQuicklyprofessional { criteria TLK_WonRoundQuickly Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1,SaidRoundEndprofessional:1:10" applycontexttoworld Response WonRoundQuicklyprofessional } Rule AgreeWithPlanprofessional { criteria TLK_AgreeWithPlan Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Agreeprofessional } Rule FollowingCommanderprofessional { criteria TLK_FollowingCommander Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response FollowingFriendprofessional } Rule FollowingSirprofessional { criteria TLK_FollowingSir Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response FollowingFriendprofessional } Rule NiceShotCommanderprofessional { criteria TLK_NiceShotCommander Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response NiceShotprofessional } Rule NiceShotSirprofessional { criteria TLK_NiceShotSir Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response NiceShotprofessional } Rule ThrillEmoteprofessional { criteria TLK_ThrillEmote Isprofessional IsTalkprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response OnARollBragprofessional } Rule EnemySpottedprofessional { criteria TLK_EnemySpotted Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response Radio.EnemySpottedprofessional } Rule radio.goprofessional { criteria TLK_radio.go Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response radio.letsgoprofessional } Rule radio.moveoutprofessional { criteria TLK_radio.moveout Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response radio.locknloadprofessional } Rule Radio.ReportInTeamprofessional { criteria TLK_Radio.ReportInTeam Isprofessional IsTalkprofessional ApplyContext "Talkprofessional:1:1" applycontexttoworld Response RequestReportprofessional }