//-------------------------------------------------------------------------------------------------------------- // sas Response Rule File //-------------------------------------------------------------------------------------------------------------- Criterion "NotSaidHelpsas" "worldSaidHelpsas" "!=1" "required" weight 0 Criterion "NotSaidPepTalkScaredsas" "worldSaidPepTalkScaredsas" "!=1" "required" weight 0 Criterion "NotSaidRoundEndsas" "worldSaidRoundEndsas" "!=1" "required" //-------------------------------------------------------------------------------------------------------------- // Radio //-------------------------------------------------------------------------------------------------------------- Response Affirmativesas { scene "scenes/sas/Affirmative01.vcd" //Roger scene "scenes/sas/Affirmative02.vcd" //Affirmative scene "scenes/sas/Affirmative03.vcd" //Roger that scene "scenes/sas/Affirmative04.vcd" //Roger that } Rule Affirmativesas { criteria TLK_Affirmative Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Affirmativesas } Response Agreesas { scene "scenes/sas/Agree01.vcd" //Correct scene "scenes/sas/Agree02.vcd" //Okay scene "scenes/sas/Agree03.vcd" //Yes scene "scenes/sas/Agree04.vcd" //That's a copy } Rule Agreesas { criteria TLK_Agree Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Agreesas } Response BarelyDefusedsas { scene "scenes/sas/RadioBotEndClose01.vcd" //Oh ho oh that was close mates scene "scenes/sas/RadioBotEndClose02.vcd" //Well that was a big dodgy scene "scenes/sas/RadioBotEndClose03.vcd" //I fancy that's as close as I'd like it to get scene "scenes/sas/RadioBotEndClose04.vcd" //That was a little too close scene "scenes/sas/RadioBotEndClose05.vcd" //That was close mates scene "scenes/sas/RadioBotEndClose06.vcd" //Well let's put that one behind us } Rule BarelyDefusedsas { criteria TLK_BarelyDefused Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response BarelyDefusedsas } Response Blindedsas { scene "scenes/sas/Blinded01.vcd" //Blinded scene "scenes/sas/Blinded02.vcd" //I've been flashed scene "scenes/sas/Blinded03.vcd" //Flashed! Flashed! scene "scenes/sas/Blinded04.vcd" //Flashed! } Rule Blindedsas { criteria TLK_Blinded Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Blindedsas } Response BombHasPlantedsas { scene "scenes/sas/BombTickingDown01.vcd" predelay "1.25,2.5" //That bomb's still ticking boys scene "scenes/sas/BombTickingDown02.vcd" predelay "1.25,2.5" //We need to defuse that bomb scene "scenes/sas/BombTickingDown03.vcd" predelay "1.25,2.5" //Let's get that bomb scene "scenes/sas/BombTickingDown04.vcd" predelay "1.25,2.5" //That bomb's not right gonna defuse itself now scene "scenes/sas/BombTickingDown05.vcd" predelay "1.25,2.5" //The bomb's ticking down } Rule BombHasPlantedsas { criteria TLK_BombsiteSecure Issas IsSaidBombPlant ApplyContext "Talksas:1:1" applycontexttoworld Response BombHasPlantedsas } Response BombsiteClearsas { scene "scenes/sas/BombsiteClear01.vcd" //The Bombsite is secure } Rule BombsiteClearsas { criteria TLK_BombsiteClear Issas IsTalksas IsOneLeft ApplyContext "Talksas:1:1" applycontexttoworld Response BombsiteClearsas } Response Clearsas { scene "scenes/sas/ClearedArea01.vcd" //All clear scene "scenes/sas/ClearedArea02.vcd" //Clear scene "scenes/sas/ClearedArea03.vcd" //We're clear } Rule Clearsas { criteria TLK_Clear Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Clearsas } Response ClearedAreasas { scene "scenes/sas/ClearedArea04.vcd" //Area clear scene "scenes/sas/ClearedArea05.vcd" //Area clear } Rule ClearedAreasas { criteria TLK_ClearedArea Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response ClearedAreasas } Response CommanderDownsas { scene "scenes/sas/CommanderDown01.vcd" //Commander down scene "scenes/sas/CommanderDown02.vcd" //We lost the commander scene "scenes/sas/CommanderDown03.vcd" //Commander down. Commander down } Rule CommanderDownsas { criteria TLK_CommanderDown Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response CommanderDownsas } Response CoveringFriendsas { scene "scenes/sas/CoveringFriend01.vcd" //I've got your back scene "scenes/sas/CoveringFriend02.vcd" //Got you covered mate scene "scenes/sas/CoveringFriend03.vcd" //Covering scene "scenes/sas/CoveringFriend04.vcd" //Covering } Rule CoveringFriendsas { criteria TLK_CoveringFriend Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response CoveringFriendsas } Response DeathCrysas { scene "scenes/sas/ct_death01.vcd" //Ahhhh! scene "scenes/sas/ct_death02.vcd" //Ohhhmmmph scene "scenes/sas/ct_death03.vcd" //(exhale) scene "scenes/sas/ct_death04.vcd" //Ohhhh scene "scenes/sas/ct_death05.vcd" //No! scene "scenes/sas/ct_death06.vcd" //No! } Rule DeathCrysas { criteria TLK_DeathCry Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response DeathCrysas } Response DefusingBombsas { scene "scenes/sas/DefusingBomb01.vcd" //Defusing scene "scenes/sas/DefusingBomb02.vcd" //I'm defusing the bomb scene "scenes/sas/DefusingBomb03.vcd" //Defusing the bomb scene "scenes/sas/DefusingBomb04.vcd" //Defusing } Rule DefusingBombsas { criteria TLK_DefusingBomb Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response DefusingBombsas } Response Disagreesas { scene "scenes/sas/Disagree01.vcd" //No scene "scenes/sas/Disagree02.vcd" //That's a negative scene "scenes/sas/Disagree05.vcd" //I'm going to disagree scene "scenes/sas/Disagree06.vcd" //I disagree } Rule Disagreesas { criteria TLK_Disagree Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Disagreesas } Response EnemyDownsas { scene "scenes/sas/EnemyDown01.vcd" //One down scene "scenes/sas/EnemyDown02.vcd" //Got one scene "scenes/sas/EnemyDown03.vcd" //He's down scene "scenes/sas/EnemyDown04.vcd" //Dropped him scene "scenes/sas/EnemyDown05.vcd" //Got 'em scene "scenes/sas/EnemyDown06.vcd" //Got one scene "scenes/sas/EnemyDown07.vcd" //He's down scene "scenes/sas/EnemyDown08.vcd" //Dropped him scene "scenes/sas/EnemyDown09.vcd" //I got one scene "scenes/sas/EnemyDown10.vcd" //He's hit scene "scenes/sas/EnemyDown11.vcd" //Bad guy down scene "scenes/sas/EnemyDown12.vcd" //He's down scene "scenes/sas/EnemyDown13.vcd" //I hit him scene "scenes/sas/EnemyDown14.vcd" //Goodnight scene "scenes/sas/EnemyDown15.vcd" //Piker down } Rule EnemyDownsas { criteria TLK_EnemyDown Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response EnemyDownsas } Response FollowingFriendsas { scene "scenes/sas/FollowingFriend01.vcd" //You lead scene "scenes/sas/FollowingFriend02.vcd" //Lead the way scene "scenes/sas/FollowingFriend03.vcd" //Behind you scene "scenes/sas/FollowingFriend06.vcd" //I'm with you mate } Rule FollowingFriendsas { criteria TLK_FollowingFriend Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response FollowingFriendsas } Response FriendlyFiresas { scene "scenes/sas/FriendlyFire01.vcd" //Enought of the friendly fire scene "scenes/sas/FriendlyFire02.vcd" //Pull yourselves together, you ain't in the green army scene "scenes/sas/FriendlyFire03.vcd" //Watch the friendly fire scene "scenes/sas/FriendlyFire04.vcd" //Hold your fire! scene "scenes/sas/FriendlyFire05.vcd" //Hold your fire! Hold your fire! scene "scenes/sas/FriendlyFire06.vcd" //Pull yourself together scene "scenes/sas/FriendlyFire07.vcd" //What are you doing mate? scene "scenes/sas/FriendlyFire08.vcd" //Son, don't be shooting me scene "scenes/sas/FriendlyFire09.vcd" //That's enough of that! } Rule FriendlyFiresas { criteria TLK_FriendlyFire Issas IsTalksas IsBDamage ApplyContext "Talksas:1:1" applycontexttoworld Response FriendlyFiresas } Response FriendlyFireNoBsas { scene "scenes/sas/FriendlyFire02.vcd" //Pull yourselves together, you ain't in the green army scene "scenes/sas/FriendlyFire06.vcd" //Pull yourself together scene "scenes/sas/FriendlyFire07.vcd" //What are you doing mate? scene "scenes/sas/FriendlyFire09.vcd" //That's enough of that! } Rule FriendlyFireNoBsas { criteria TLK_FriendlyFire Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response FriendlyFireNoBsas } Response GoingToGuardLooseBombsas { scene "scenes/sas/GoingToGuardLooseBomb01.vcd" //Heading to the dropped bomb scene "scenes/sas/GoingToGuardLooseBomb02.vcd" //Going to cover the dropped bomb scene "scenes/sas/GoingToGuardLooseBomb03.vcd" //Heading to the bomb } Rule GoingToGuardLooseBombsas { criteria TLK_GoingToGuardLooseBomb Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response GoingToGuardLooseBombsas } Response GuardingLooseBombsas { scene "scenes/sas/GuardingLooseBomb01.vcd" //Guarding the dropped bomb scene "scenes/sas/GuardingLooseBomb02.vcd" //I'm staying with bomb scene "scenes/sas/GuardingLooseBomb03.vcd" //Covering the bomb } Rule GuardingLooseBombsas { criteria TLK_GuardingLooseBomb Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response GuardingLooseBombsas } Response HeardNoisesas { scene "scenes/sas/HeardNoise01.vcd" //I heard something scene "scenes/sas/HeardNoise02.vcd" //I heard a noise scene "scenes/sas/HeardNoise03.vcd" //I think I heard them } Rule HeardNoisesas { criteria TLK_HeardNoise Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response HeardNoisesas } Response helpsas { scene "scenes/sas/Help01.vcd" //I need help scene "scenes/sas/Help02.vcd" //I'm getting pounded scene "scenes/sas/Help03.vcd" //Need help scene "scenes/sas/Help04.vcd" //Help } Rule helpsas { criteria TLK_help Issas ApplyContext "Talksas:1:1,SaidHelpsas:1:3" applycontexttoworld Response helpsas } Response InCombatsas { scene "scenes/sas/InCombat01.vcd" //Attacking scene "scenes/sas/InCombat02.vcd" //Weapons hot! scene "scenes/sas/InCombat03.vcd" //Opening up scene "scenes/sas/InCombat04.vcd" //Firing scene "scenes/sas/InCombat05.vcd" //It's on! scene "scenes/sas/InCombat06.vcd" //Letting go scene "scenes/sas/InCombat07.vcd" //Firing! scene "scenes/sas/InCombat08.vcd" //Engaging scene "scenes/sas/InCombat09.vcd" //Laying into them } Rule InCombatsas { criteria TLK_InCombat Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response InCombatsas } Response KilledFriendsas { scene "scenes/sas/KilledFriend01.vcd" //This is a proper mess scene "scenes/sas/KilledFriend02.vcd" //Hold your fire, man down! scene "scenes/sas/KilledFriend03.vcd" //What have you gone and done mate? scene "scenes/sas/KilledFriend04.vcd" //That's not right mate. scene "scenes/sas/KilledFriend05.vcd" //What have you gone and done? scene "scenes/sas/KilledFriend06.vcd" //He's dead. In case you missed that fact. scene "scenes/sas/KilledFriend07.vcd" //Son, don't make me take that gun away from you scene "scenes/sas/KilledFriend08.vcd" //You killed him, you piker. scene "scenes/sas/KilledFriend10.vcd" //You just killed one of your mates! } Rule KilledFriendsas { criteria TLK_KilledFriend Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response KilledFriendsas } Response KilledMyEnemysas { scene "scenes/sas/EnemyDown01.vcd" //One down scene "scenes/sas/EnemyDown03.vcd" //He's down scene "scenes/sas/EnemyDown04.vcd" //Dropped him scene "scenes/sas/EnemyDown08.vcd" //Dropped him scene "scenes/sas/EnemyDown11.vcd" //Bad guy down } Rule KilledMyEnemysas { criteria TLK_KilledMyEnemy Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response KilledMyEnemysas } Response LastManStandingsas { scene "scenes/sas/LastManStanding01.vcd" //I'm gonna miss you mates scene "scenes/sas/LastManStanding02.vcd" //At least we stopped 'em boys, at least we stopped 'em scene "scenes/sas/LastManStanding03.vcd" //I'm still standing scene "scenes/sas/LastManStanding04.vcd" //This didn't go quite right scene "scenes/sas/LastManStanding05.vcd" //That was a real barney scene "scenes/sas/LastManStanding06.vcd" //At least that's over scene "scenes/sas/LastManStanding07.vcd" //That's enough of that scene "scenes/sas/LastManStanding08.vcd" //A bit rougher than I expected scene "scenes/sas/LastManStanding09.vcd" //I'm gutted we didn't all make it boys } Rule LastManStandingsas { criteria TLK_LastManStanding Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response LastManStandingsas } Response LostEnemysas { scene "scenes/sas/LostEnemy01.vcd" //Lost 'em scene "scenes/sas/LostEnemy02.vcd" //Lost the target scene "scenes/sas/LostEnemy03.vcd" //I lost 'em } Rule LostEnemysas { criteria TLK_LostEnemy Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response LostEnemysas } Response Map_BackAlleysas { scene "scenes/sas/ctmap_cs_source10.vcd" //Back alley scene "scenes/sas/ctmap_cs_source11.vcd" //Checking the back alley scene "scenes/sas/ctmap_cs_source12.vcd" //At the back alley } Rule Map_BackAlleysas { criteria TLK_Map_BackAlley Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Map_BackAlleysas } Response Map_Bridgesas { scene "scenes/sas/ctmap_cs_source31.vcd" //Bridge scene "scenes/sas/ctmap_cs_source32.vcd" //Checking the bridge scene "scenes/sas/ctmap_cs_source33.vcd" //At the bridge } Rule Map_Bridgesas { criteria TLK_Map_Bridge Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Map_Bridgesas } Response Map_Catwalksas { scene "scenes/sas/ctmap_cs_source34.vcd" //Catwalk scene "scenes/sas/ctmap_cs_source35.vcd" //Checking the catwalk scene "scenes/sas/ctmap_cs_source36.vcd" //At the catwalk } Rule Map_Catwalksas { criteria TLK_Map_Catwalk Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Map_Catwalksas } Response Map_CTSpawnsas { scene "scenes/sas/ctmap_cs_source55.vcd" //At our insertion point scene "scenes/sas/ctmap_cs_source56.vcd" //Checking our insertion point scene "scenes/sas/ctmap_cs_source57.vcd" //At our insertion point } Rule Map_CTSpawnsas { criteria TLK_Map_CTSpawn Issas IsTalksas IsNotar_shoots ApplyContext "Talksas:1:1" applycontexttoworld Response Map_CTSpawnsas } Response Map_Middlesas { scene "scenes/sas/ctmap_cs_source100.vcd" //Middle scene "scenes/sas/ctmap_cs_source101.vcd" //Checking the middle } Rule Map_Middlesas { criteria TLK_Map_Middle Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Map_Middlesas } Response Map_TopofMidsas { scene "scenes/sas/ctmap_cs_source139.vcd" //Top of mid scene "scenes/sas/ctmap_cs_source140.vcd" //Checking the top of mid } Rule Map_TopofMidsas { criteria TLK_Map_TopofMid Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Map_TopofMidsas } Response Map_TSpawnsas { scene "scenes/sas/ctmap_cs_source151.vcd" //At their entry point scene "scenes/sas/ctmap_cs_source152.vcd" //Checking their entry point scene "scenes/sas/ctmap_cs_source153.vcd" //At their entry point } Rule Map_TSpawnsas { criteria TLK_Map_TSpawn Issas IsTalksas IsNotar_shoots ApplyContext "Talksas:1:1" applycontexttoworld Response Map_TSpawnsas } Response Negativesas { scene "scenes/sas/Negative01.vcd" //Negative scene "scenes/sas/Negative02.vcd" //Negative scene "scenes/sas/Negative03.vcd" //Ah no scene "scenes/sas/Negative04.vcd" //Ah no scene "scenes/sas/Negative05.vcd" //Ah no scene "scenes/sas/Negative06.vcd" //Ah no } Rule Negativesas { criteria TLK_Negative Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Negativesas } Response NiceShotsas { scene "scenes/sas/NiceShot01.vcd" //Nice shot scene "scenes/sas/NiceShot02.vcd" //Good one scene "scenes/sas/NiceShot03.vcd" //Good kill scene "scenes/sas/NiceShot04.vcd" //Way to go scene "scenes/sas/NiceShot05.vcd" //Nice shot scene "scenes/sas/NiceShot06.vcd" //Good one scene "scenes/sas/NiceShot07.vcd" //Brilliant scene "scenes/sas/NiceShot08.vcd" //You got him scene "scenes/sas/NiceShot09.vcd" //You're on it scene "scenes/sas/NiceShot10.vcd" //Brilliant shooting scene "scenes/sas/NiceShot11.vcd" //Blinding shot scene "scenes/sas/NiceShot12.vcd" //You're champion } Rule NiceShotsas { criteria TLK_NiceShot Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response NiceShotsas } Response NoEnemiesLeftsas { scene "scenes/sas/NoEnemiesLeft01.vcd" //We got 'em all scene "scenes/sas/NoEnemiesLeft01.vcd" //We got 'em all scene "scenes/sas/NoEnemiesLeft02.vcd" //None left scene "scenes/sas/NoEnemiesLeft02.vcd" //None left scene "scenes/sas/NoEnemiesLeft03.vcd" //Just us left scene "scenes/sas/NoEnemiesLeft03.vcd" //Just us left scene "scenes/sas/NoEnemiesLeft04.vcd" //Nice job, they're all dead scene "scenes/sas/NoEnemiesLeft04.vcd" //Nice job, they're all dead scene "scenes/sas/NoEnemiesLeft05.vcd" //They're all dead scene "scenes/sas/NoEnemiesLeft05.vcd" //They're all dead scene "scenes/sas/NoEnemiesLeftBomb01.vcd" //They're dead, now let's go get that bomb scene "scenes/sas/NoEnemiesLeftBomb05.vcd" //They're all dead but we still got a bomb to defuse scene "scenes/sas/NoEnemiesLeftBomb07.vcd" //Well it's just us and the bomb } Rule NoEnemiesLeftsas { criteria TLK_NoEnemiesLeft Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response NoEnemiesLeftsas } Response OnARollBragsas { scene "scenes/sas/OnARollBrag01.vcd" //Nice. scene "scenes/sas/OnARollBrag02.vcd" //There ya go. scene "scenes/sas/OnARollBrag03.vcd" //Champion scene "scenes/sas/OnARollBrag04.vcd" //All right! All right! scene "scenes/sas/OnARollBrag05.vcd" //Right on, right on scene "scenes/sas/OnARollBrag06.vcd" //Right on, right on scene "scenes/sas/OnARollBrag07.vcd" //There is no stopping us scene "scenes/sas/OnARollBrag08.vcd" //We took the piss out of 'em scene "scenes/sas/OnARollBrag09.vcd" //We are really laying into them scene "scenes/sas/OnARollBrag10.vcd" //We are really laying into them scene "scenes/sas/OnARollBrag11.vcd" //We are in the clear. scene "scenes/sas/OnARollBrag12.vcd" //Jolly good scene "scenes/sas/OnARollBrag13.vcd" //Easy peasy scene "scenes/sas/OnARollBrag14.vcd" //Piece of cake } Rule OnARollBragsas { criteria TLK_OnARollBrag Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response OnARollBragsas } Response OneEnemyLeftsas { scene "scenes/sas/OneEnemyLeft01.vcd" //One guy left scene "scenes/sas/OneEnemyLeft02.vcd" //Only one guy left scene "scenes/sas/OneEnemyLeft03.vcd" //One piker left scene "scenes/sas/OneEnemyLeft04.vcd" //Only one left scene "scenes/sas/OneEnemyLeft05.vcd" //One left scene "scenes/sas/OneEnemyLeft06.vcd" //Still have one out there scene "scenes/sas/OneEnemyLeft07.vcd" //That makes one left scene "scenes/sas/OneEnemyLeft08.vcd" //That makes one } Rule OneEnemyLeftsas { criteria TLK_OneEnemyLeft Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response OneEnemyLeftsas } Response OnMyWaysas { scene "scenes/sas/OnMyWay01.vcd" //On my way scene "scenes/sas/OnMyWay02.vcd" //Coming scene "scenes/sas/OnMyWay03.vcd" //On my way scene "scenes/sas/OnMyWay04.vcd" //On my way } Rule OnMyWaysas { criteria TLK_OnMyWay Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response OnMyWaysas } Response PepTalkScaredsas { scene "scenes/sas/PepTalk01.vcd" //We can do this scene "scenes/sas/PepTalk04.vcd" //Let's stick to the mission scene "scenes/sas/PepTalk06.vcd" //Stay disciplined } Rule PepTalkScaredsas { criteria TLK_ScaredEmote Issas IsEarlyInRound IsTalksas NotSaidPepTalkScaredsas ApplyContext "Talksas:1:1,SaidPepTalkScaredsas:1:15" applycontexttoworld Response PepTalkScaredsas } Response PinnedDownsas { scene "scenes/sas/PinnedDown01.vcd" //Taking fire scene "scenes/sas/PinnedDown02.vcd" //I'm pinned scene "scenes/sas/PinnedDown04.vcd" //Pinned scene "scenes/sas/PinnedDown05.vcd" //Pinned scene "scenes/sas/PinnedDown06.vcd" //Under fire scene "scenes/sas/PinnedDown07.vcd" //Under fire, repeat under fire } Rule PinnedDownsas { criteria TLK_PinnedDown Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response PinnedDownsas } Response Radio.Affirmitivesas { scene "scenes/sas/Affirmative01.vcd" //Roger scene "scenes/sas/Affirmative02.vcd" //Affirmative scene "scenes/sas/Affirmative03.vcd" //Roger that scene "scenes/sas/Affirmative04.vcd" //Roger that } Rule Radio.Affirmitivesas { criteria TLK_Radio.Affirmitive Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Radio.Affirmitivesas } Response Radio.Cheersas { scene "scenes/sas/OnARollBrag01.vcd" //Nice. scene "scenes/sas/OnARollBrag02.vcd" //There ya go. scene "scenes/sas/OnARollBrag03.vcd" //Champion scene "scenes/sas/OnARollBrag04.vcd" //All right! All right! scene "scenes/sas/OnARollBrag05.vcd" //Right on, right on scene "scenes/sas/OnARollBrag06.vcd" //Right on, right on scene "scenes/sas/OnARollBrag07.vcd" //There is no stopping us scene "scenes/sas/OnARollBrag08.vcd" //We took the piss out of 'em scene "scenes/sas/OnARollBrag09.vcd" //We are really laying into them scene "scenes/sas/OnARollBrag10.vcd" //We are really laying into them scene "scenes/sas/OnARollBrag11.vcd" //We are in the clear. scene "scenes/sas/OnARollBrag12.vcd" //Jolly good scene "scenes/sas/OnARollBrag13.vcd" //Easy peasy scene "scenes/sas/OnARollBrag14.vcd" //Piece of cake } Rule Radio.Cheersas { criteria TLK_Radio.Cheer Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Radio.Cheersas } Response Radio.Complimentsas { scene "scenes/sas/OnARollBrag01.vcd" //Nice. scene "scenes/sas/OnARollBrag02.vcd" //There ya go. scene "scenes/sas/OnARollBrag03.vcd" //Champion scene "scenes/sas/OnARollBrag04.vcd" //All right! All right! scene "scenes/sas/OnARollBrag05.vcd" //Right on, right on scene "scenes/sas/OnARollBrag06.vcd" //Right on, right on scene "scenes/sas/OnARollBrag07.vcd" //There is no stopping us scene "scenes/sas/OnARollBrag08.vcd" //We took the piss out of 'em scene "scenes/sas/OnARollBrag09.vcd" //We are really laying into them scene "scenes/sas/OnARollBrag10.vcd" //We are really laying into them scene "scenes/sas/OnARollBrag11.vcd" //We are in the clear. scene "scenes/sas/OnARollBrag12.vcd" //Jolly good scene "scenes/sas/OnARollBrag13.vcd" //Easy peasy scene "scenes/sas/OnARollBrag14.vcd" //Piece of cake } Rule Radio.Complimentsas { criteria TLK_Radio.Compliment Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Radio.Complimentsas } Response Radio.CoverMesas { scene "scenes/sas/CoverMe01.vcd" //Cover me scene "scenes/sas/CoverMe02.vcd" //Cover scene "scenes/sas/CoverMe03.vcd" //Hold up, cover me } Rule Radio.CoverMesas { criteria TLK_Radio.CoverMe Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Radio.CoverMesas } Response Radio.Decoysas { scene "scenes/sas/ct_decoy01.vcd" //Decoy! scene "scenes/sas/ct_decoy02.vcd" //Decoy's out. scene "scenes/sas/ct_decoy03.vcd" //Deploying decoy. } Rule Radio.Decoysas { criteria TLK_Radio.Decoy Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Radio.Decoysas } Response Radio.EnemyDownsas { scene "scenes/sas/EnemyDown01.vcd" //One down scene "scenes/sas/EnemyDown03.vcd" //He's down scene "scenes/sas/EnemyDown04.vcd" //Dropped him scene "scenes/sas/EnemyDown05.vcd" //Got 'em scene "scenes/sas/EnemyDown07.vcd" //He's down scene "scenes/sas/EnemyDown08.vcd" //Dropped him scene "scenes/sas/EnemyDown11.vcd" //Bad guy down scene "scenes/sas/EnemyDown12.vcd" //He's down scene "scenes/sas/EnemyDown14.vcd" //Goodnight scene "scenes/sas/EnemyDown15.vcd" //Piker down } Rule Radio.EnemyDownsas { criteria TLK_Radio.EnemyDown Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Radio.EnemyDownsas } Response Radio.EnemySpottedsas { scene "scenes/sas/Radio.EnemySpotted01.vcd" //Target spotted scene "scenes/sas/Radio.EnemySpotted02.vcd" //Targets acquired scene "scenes/sas/Radio.EnemySpotted03.vcd" //Enemy spotted scene "scenes/sas/Radio.EnemySpotted04.vcd" //Contact Contact scene "scenes/sas/Radio.EnemySpotted05.vcd" //Contact Contact scene "scenes/sas/Radio.EnemySpotted06.vcd" //Eyes on enemy scene "scenes/sas/Radio.EnemySpotted07.vcd" //Contact scene "scenes/sas/Radio.EnemySpotted08.vcd" //I've got movement } Rule Radio.EnemySpottedsas { criteria TLK_Radio.EnemySpotted Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Radio.EnemySpottedsas } Response Radio.FireInTheHolesas { scene "scenes/sas/ct_grenade01.vcd" //Grenade out. scene "scenes/sas/ct_grenade03.vcd" //Throwing a grenade. scene "scenes/sas/ct_grenade04.vcd" //Grenade! scene "scenes/sas/ct_grenade05.vcd" //Grenade out! } Rule Radio.FireInTheHolesas { criteria TLK_Radio.FireInTheHole Issas IsTalksas IsNottraining1 ApplyContext "Talksas:1:1" applycontexttoworld Response Radio.FireInTheHolesas } Response Radio.Flashbangsas { scene "scenes/sas/ct_flashbang01.vcd" //Flashbang. scene "scenes/sas/ct_flashbang02.vcd" //Deploying Flashbang. scene "scenes/sas/ct_flashbang03.vcd" //Throwing Flashbang. } Rule Radio.Flashbangsas { criteria TLK_Radio.Flashbang Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Radio.Flashbangsas } Response Radio.FollowMesas { scene "scenes/sas/Radio.FollowMe01.vcd" //Follow me scene "scenes/sas/Radio.FollowMe02.vcd" //I'll lead scene "scenes/sas/Radio.FollowMe03.vcd" //I'll take point scene "scenes/sas/Radio.FollowMe04.vcd" //On me } Rule Radio.FollowMesas { criteria TLK_Radio.FollowMe Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Radio.FollowMesas } Response Radio.GetInPositionsas { scene "scenes/sas/Thanks01.vcd" //Thank you scene "scenes/sas/Thanks02.vcd" //Thanks scene "scenes/sas/Thanks04.vcd" //Cheers } Rule Radio.GetInPositionsas { criteria TLK_Radio.GetInPosition Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Radio.GetInPositionsas } Response Radio.GetOutOfTheresas { scene "scenes/sas/ct_bombexploding01.vcd" //Oh crap... scene "scenes/sas/ct_bombexploding02.vcd" //Get back! Get BACK! scene "scenes/sas/ct_bombexploding03.vcd" //Oh no... scene "scenes/sas/ct_bombexploding04.vcd" //Pants! scene "scenes/sas/ct_bombexploding05.vcd" //CLEAR THE AREA! scene "scenes/sas/ct_bombexploding06.vcd" //Crap scene "scenes/sas/ct_bombexploding07.vcd" //Too late scene "scenes/sas/ct_bombexploding08.vcd" //Oh no... scene "scenes/sas/ct_bombexploding09.vcd" //Oh Sod! scene "scenes/sas/ct_bombexploding10.vcd" //Tits } Rule Radio.GetOutOfTheresas { criteria TLK_Radio.GetOutOfThere Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Radio.GetOutOfTheresas } Response Radio.GoGoGosas { scene "scenes/sas/radio.letsgo01.vcd" //Go go go! scene "scenes/sas/radio.letsgo02.vcd" //Let's go! scene "scenes/sas/radio.letsgo03.vcd" //Move it! Move it! scene "scenes/sas/radio.letsgo05.vcd" //Let's go! Let's go! scene "scenes/sas/radio.letsgo06.vcd" //MOVE! scene "scenes/sas/radio.letsgo07.vcd" //Come on girls } Rule Radio.GoGoGosas { criteria TLK_Radio.GoGoGo Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Radio.GoGoGosas } Response Radio.HoldPositionsas { scene "scenes/sas/RadioBotHold01.vcd" //Hold this position scene "scenes/sas/RadioBotHold02.vcd" //Cover this area scene "scenes/sas/RadioBotWait06.vcd" //Hold your positions } Rule Radio.HoldPositionsas { criteria TLK_Radio.HoldPosition Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Radio.HoldPositionsas } Response Radio.InPositionsas { scene "scenes/sas/InPosition01.vcd" //I'm in position scene "scenes/sas/InPosition01.vcd" //I'm in position scene "scenes/sas/InPosition02.vcd" //I'm ready scene "scenes/sas/InPosition02.vcd" //I'm ready scene "scenes/sas/InPosition03.vcd" //In position scene "scenes/sas/InPosition03.vcd" //In position } Rule Radio.InPositionsas { criteria TLK_Radio.InPosition Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Radio.InPositionsas } Response radio.letsgosas { scene "scenes/sas/radio.letsgo01.vcd" //Go go go! scene "scenes/sas/radio.letsgo02.vcd" //Let's go! scene "scenes/sas/radio.letsgo03.vcd" //Move it! Move it! scene "scenes/sas/radio.letsgo05.vcd" //Let's go! Let's go! scene "scenes/sas/radio.letsgo06.vcd" //MOVE! scene "scenes/sas/radio.letsgo07.vcd" //Come on girls } Rule radio.letsgosas { criteria TLK_radio.letsgo Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response radio.letsgosas } Response radio.locknloadsas { scene "scenes/sas/radio.locknload01.vcd" //Let's make this right as rain scene "scenes/sas/radio.locknload02.vcd" //Let's go fellas scene "scenes/sas/radio.locknload03.vcd" //Let's move out scene "scenes/sas/radio.locknload04.vcd" //Let's move out scene "scenes/sas/radio.locknload05.vcd" //Remove any doubts in your head, its us or them. scene "scenes/sas/radio.locknload06.vcd" //Remember, this isn't the killing house anymore, This is real life. scene "scenes/sas/radio.locknload07.vcd" //Watch out, these boys got a bit of an arsenal and they don't mind using it. scene "scenes/sas/radio.locknload08.vcd" //Let's have at it mates scene "scenes/sas/radio.locknload09.vcd" //Let's have at it mates scene "scenes/sas/radio.locknload10.vcd" //Let's have at it mates scene "scenes/sas/radio.locknload11.vcd" //We rushing in or going sneaky beaky like? scene "scenes/sas/radio.locknload12.vcd" //For queen and country men. scene "scenes/sas/radio.locknload13.vcd" //Remeber, this is bandit country, shoot everything that moves scene "scenes/sas/radio.locknload14.vcd" //Gear up, we aren't going on a windy walk here scene "scenes/sas/radio.locknload15.vcd" //We are out of here. scene "scenes/sas/radio.locknload16.vcd" //We're on scene "scenes/sas/radio.locknload17.vcd" //We're on scene "scenes/sas/radio.locknload18.vcd" //These fellas are going to regret waking up this morning scene "scenes/sas/radio.locknload19.vcd" //These fellas are going to regret waking up this morning scene "scenes/sas/radio.locknload20.vcd" //Let's have at it mates scene "scenes/sas/radio.locknload21.vcd" //Gear up, we aren't going on a windy walk here } Rule radio.locknloadsas { criteria TLK_radio.locknload Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response radio.locknloadsas } Response Radio.Molotovsas { scene "scenes/sas/ct_molotov01.vcd" //Incendiary out scene "scenes/sas/ct_molotov02.vcd" //Throwing fire. scene "scenes/sas/ct_molotov03.vcd" //Incendiary scene "scenes/sas/ct_molotov04.vcd" //Throwing fire. } Rule Radio.Molotovsas { criteria TLK_Radio.Molotov Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Radio.Molotovsas } Rule Radio.Incendiarysas { criteria TLK_Radio.Incendiary Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Radio.Molotovsas } Response Radio.NeedBackupsas { scene "scenes/sas/Radio.NeedBackup01.vcd" //Need support scene "scenes/sas/Radio.NeedBackup02.vcd" //Need backup scene "scenes/sas/Radio.NeedBackup03.vcd" //Need support now! } Rule Radio.NeedBackupsas { criteria TLK_Radio.NeedBackup Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Radio.NeedBackupsas } Response Radio.Negativesas { scene "scenes/sas/Disagree02.vcd" //That's a negative scene "scenes/sas/Negative01.vcd" //Negative scene "scenes/sas/Negative02.vcd" //Negative scene "scenes/sas/Negative03.vcd" //Ah no scene "scenes/sas/Negative06.vcd" //Ah no } Rule Radio.Negativesas { criteria TLK_Radio.Negative Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Radio.Negativesas } Response Radio.Regroupsas { scene "scenes/sas/RadioBotRegroup01.vcd" //Regroup scene "scenes/sas/RadioBotRegroup02.vcd" //Stick together scene "scenes/sas/RadioBotRegroup03.vcd" //Regroup Regroup } Rule Radio.Regroupsas { criteria TLK_Radio.Regroup Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Radio.Regroupsas } Response Radio.ReportingInsas { scene "scenes/sas/ReportingIn01.vcd" //Reporting In scene "scenes/sas/ReportingIn02.vcd" //Checking In scene "scenes/sas/ReportingIn03.vcd" //Reporting In } Rule Radio.ReportingInsas { criteria TLK_Radio.ReportingIn Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Radio.ReportingInsas } Response Radio.ReportInTeamsas { scene "scenes/sas/RadioBotQuery01.vcd" //Report in scene "scenes/sas/RequestReport01.vcd" //Report In scene "scenes/sas/RequestReport02.vcd" //Status? scene "scenes/sas/RequestReport03.vcd" //Check in } Rule Radio.ReportInTeamsas { criteria TLK_Radio.ReportInTeam Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Radio.ReportInTeamsas } Response Radio.Rogersas { scene "scenes/sas/Affirmative01.vcd" //Roger scene "scenes/sas/Affirmative03.vcd" //Roger that scene "scenes/sas/Affirmative04.vcd" //Roger that } Rule Radio.Rogersas { criteria TLK_Radio.Roger Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Radio.Rogersas } Response Radio.SectorClearsas { scene "scenes/sas/ClearedArea03.vcd" //We're clear scene "scenes/sas/ClearedArea04.vcd" //Area clear scene "scenes/sas/ClearedArea05.vcd" //Area clear } Rule Radio.SectorClearsas { criteria TLK_Radio.SectorClear Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Radio.SectorClearsas } Response Radio.Smokesas { scene "scenes/sas/ct_smoke01.vcd" //Smoke! scene "scenes/sas/ct_smoke02.vcd" //Throwing smoke. scene "scenes/sas/ct_smoke03.vcd" //Laying down smoke. } Rule Radio.Smokesas { criteria TLK_Radio.Smoke Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Radio.Smokesas } Response Radio.StickTogethersas { scene "scenes/sas/RadioBotRegroup02.vcd" //Stick together } Rule Radio.StickTogethersas { criteria TLK_Radio.StickTogether Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Radio.StickTogethersas } Response radio.takingfiresas { scene "scenes/sas/Radio.TakingFire01.vcd" //I'm under fire scene "scenes/sas/Radio.TakingFire02.vcd" //Under fire scene "scenes/sas/Radio.TakingFire03.vcd" //Contact! Contact! scene "scenes/sas/Radio.TakingFire04.vcd" //I'm in trouble scene "scenes/sas/Radio.TakingFire05.vcd" //Taking fire scene "scenes/sas/Radio.TakingFire06.vcd" //Think they're trying to kill me } Rule radio.takingfiresas { criteria TLK_radio.takingfire Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response radio.takingfiresas } Response Radio.TeamFallBacksas { scene "scenes/sas/RadioBotFallBack01.vcd" //Fall back! scene "scenes/sas/RadioBotFallBack02.vcd" //Fall back! Fall back! scene "scenes/sas/RadioBotFallBack03.vcd" //Back! Back! } Rule Radio.TeamFallBacksas { criteria TLK_Radio.TeamFallBack Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Radio.TeamFallBacksas } Response Radio.Thankssas { scene "scenes/sas/Thanks01.vcd" //Thank you scene "scenes/sas/Thanks02.vcd" //Thanks scene "scenes/sas/Thanks04.vcd" //Cheers } Rule Radio.Thankssas { criteria TLK_Radio.Thanks Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Radio.Thankssas } Response Radio.YouTakeThePointsas { scene "scenes/sas/FollowingFriend01.vcd" //You lead scene "scenes/sas/FollowingFriend02.vcd" //Lead the way scene "scenes/sas/FollowingFriend06.vcd" //I'm with you mate } Rule Radio.YouTakeThePointsas { criteria TLK_Radio.YouTakeThePoint Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Radio.YouTakeThePointsas } Response ReportingInsas { scene "scenes/sas/ReportingIn01.vcd" //Reporting In scene "scenes/sas/ReportingIn02.vcd" //Checking In scene "scenes/sas/ReportingIn03.vcd" //Reporting In } Rule ReportingInsas { criteria TLK_ReportingIn Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response ReportingInsas } Response RequestReportsas { scene "scenes/sas/RequestReport01.vcd" //Report In scene "scenes/sas/RequestReport02.vcd" //Status? scene "scenes/sas/RequestReport03.vcd" //Check in } Rule RequestReportsas { criteria TLK_RequestReport Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response RequestReportsas } Response ScaredEmotesas { scene "scenes/sas/ScaredEmote01.vcd" //We are bang in trouble here boys scene "scenes/sas/ScaredEmote02.vcd" //We are knee deep in trouble here boys scene "scenes/sas/ScaredEmote03.vcd" //We made a complete pig’s ear of this scene "scenes/sas/ScaredEmote04.vcd" //Well this is a bit wonky scene "scenes/sas/ScaredEmote05.vcd" //Come on, come on, come on scene "scenes/sas/ScaredEmote06.vcd" //Well this is all at sixes and sevens scene "scenes/sas/ScaredEmote07.vcd" //We'll you made a right ass of this didn't ya scene "scenes/sas/ScaredEmote08.vcd" //We'll you buggard this up big time } Rule ScaredEmotesas { criteria TLK_ScaredEmote Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response ScaredEmotesas } Response SniperKilledsas { scene "scenes/sas/SniperKilled01.vcd" //Sniper down scene "scenes/sas/SniperKilled02.vcd" //Got the sniper scene "scenes/sas/SniperKilled03.vcd" //Sniper down } Rule SniperKilledsas { criteria TLK_SniperKilled Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response SniperKilledsas } Response SniperWarningsas { scene "scenes/sas/SniperWarning01.vcd" //Sniper! scene "scenes/sas/SniperWarning02.vcd" //Sniper! Sniper! scene "scenes/sas/SniperWarning03.vcd" //Watch out, sniper! scene "scenes/sas/SniperWarning04.vcd" //Watch out, sniper! } Rule SniperWarningsas { criteria TLK_SniperWarning Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response SniperWarningsas } Response SpottedBombersas { scene "scenes/sas/SpottedBomber01.vcd" //He's got the bomb scene "scenes/sas/SpottedBomber02.vcd" //Spotted the bomb carrier scene "scenes/sas/SpottedBomber03.vcd" //I see the bomb carrier scene "scenes/sas/SpottedBomber04.vcd" //Bomb carrier spotted. scene "scenes/sas/SpottedBomber05.vcd" //Bomb carrier down range } Rule SpottedBombersas { criteria TLK_SpottedBomber Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response SpottedBombersas } Response SpottedLooseBombsas { scene "scenes/sas/SpottedLooseBomb01.vcd" //The bomb has been dropped. scene "scenes/sas/SpottedLooseBomb02.vcd" //They dropped the bomb. scene "scenes/sas/SpottedLooseBomb03.vcd" //The bomb is on the ground. scene "scenes/sas/SpottedLooseBomb05.vcd" //The bomb has been dropped. scene "scenes/sas/SpottedLooseBomb06.vcd" //The bomb is down. scene "scenes/sas/SpottedLooseBomb07.vcd" //The bomb is on the ground } Rule SpottedLooseBombsas { criteria TLK_SpottedLooseBomb Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response SpottedLooseBombsas } Response TheyPickedUpTheBombsas { scene "scenes/sas/TheyPickedUpTheBomb01.vcd" //They've got the bomb scene "scenes/sas/TheyPickedUpTheBomb02.vcd" //They picked up the bomb scene "scenes/sas/TheyPickedUpTheBomb03.vcd" //They recovered the bomb } Rule TheyPickedUpTheBombsas { criteria TLK_TheyPickedUpTheBomb Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response TheyPickedUpTheBombsas } Response ThreeEnemiesLeftsas { scene "scenes/sas/ThreeEnemiesLeft01.vcd" //Three guys left scene "scenes/sas/ThreeEnemiesLeft02.vcd" //That makes three scene "scenes/sas/ThreeEnemiesLeft03.vcd" //One less scene "scenes/sas/ThreeEnemiesLeft05.vcd" //Three to go scene "scenes/sas/ThreeEnemiesLeft06.vcd" //Three left } Rule ThreeEnemiesLeftsas { criteria TLK_ThreeEnemiesLeft Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response ThreeEnemiesLeftsas } Response TwoEnemiesLeftsas { scene "scenes/sas/TwoEnemiesLeft01.vcd" //Two guys left scene "scenes/sas/TwoEnemiesLeft02.vcd" //They're down to two scene "scenes/sas/TwoEnemiesLeft03.vcd" //Two fellas left scene "scenes/sas/TwoEnemiesLeft04.vcd" //Two fellas left scene "scenes/sas/TwoEnemiesLeft05.vcd" //That makes two left } Rule TwoEnemiesLeftsas { criteria TLK_TwoEnemiesLeft Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response TwoEnemiesLeftsas } Response WaitingForHumanToDefuseBombsas { scene "scenes/sas/WaitingForHumanToDefuseBomb01.vcd" //Covering while you defuse scene "scenes/sas/WaitingForHumanToDefuseBomb02.vcd" //Defuse the bomb. I'll cover scene "scenes/sas/WaitingForHumanToDefuseBomb03.vcd" //Go ahead and defuse the bomb scene "scenes/sas/WaitingForHumanToDefuseBomb04.vcd" //I have this, get the bomb scene "scenes/sas/WaitingForHumanToDefuseBomb05.vcd" //I have this, get the bomb } Rule WaitingForHumanToDefuseBombsas { criteria TLK_WaitingForHumanToDefuseBomb Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response WaitingForHumanToDefuseBombsas } Response WaitingForHumanToDefuseBombPanicsas { scene "scenes/sas/NoEnemiesLeftBomb02.vcd" //We still got a bomb ticking boys, chop chop scene "scenes/sas/NoEnemiesLeftBomb03.vcd" //We still got a bomb ticking boys, chop chop scene "scenes/sas/NoEnemiesLeftBomb04.vcd" //Let's not forget to defuse that bomb now scene "scenes/sas/NoEnemiesLeftBomb06.vcd" //I reckon we should defuse that bomb scene "scenes/sas/RadioBotTime01.vcd" //Come on, chop chop scene "scenes/sas/RadioBotTime02.vcd" //Time's running out scene "scenes/sas/RadioBotTime03.vcd" //We don't have much time } Rule WaitingForHumanToDefuseBombPanicsas { criteria TLK_WaitingForHumanToDefuseBombPanic Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response WaitingForHumanToDefuseBombPanicsas } Response WaitingHeresas { scene "scenes/sas/WaitingHere01.vcd" //I'm waiting here scene "scenes/sas/WaitingHere02.vcd" //Waiting here scene "scenes/sas/WaitingHere03.vcd" //Staying here scene "scenes/sas/WaitingHere04.vcd" //Holding here } Rule WaitingHeresas { criteria TLK_WaitingHere Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response WaitingHeresas } Response WhereIsTheBombsas { scene "scenes/sas/WhereIsTheBomb01.vcd" //Where's the bomb? scene "scenes/sas/WhereIsTheBomb02.vcd" //Did you see the bomb? scene "scenes/sas/WhereIsTheBomb03.vcd" //Anyone see the bomb? scene "scenes/sas/WhereIsTheBomb04.vcd" //Anyone have eyes on the bomb? } Rule WhereIsTheBombsas { criteria TLK_WhereIsTheBomb Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response WhereIsTheBombsas } Response WonRoundsas { scene "scenes/sas/RadioBotEndClean02.vcd" //Guess we got that mess sorted out scene "scenes/sas/RadioBotEndSolid01.vcd" //We gave them a tanning scene "scenes/sas/RadioBotEndSolid02.vcd" //We gave them a tanning scene "scenes/sas/RadioBotEndSolid03.vcd" //Nice work scene "scenes/sas/RadioBotEndSolid04.vcd" //Nice work scene "scenes/sas/RadioBotEndSolid05.vcd" //Solid work boys scene "scenes/sas/RadioBotEndSolid06.vcd" //Job well done there scene "scenes/sas/RadioBotEndSolid07.vcd" //Bingo bango bongo bish bash bosh } Rule WonRoundsas { criteria TLK_WonRound Issas IsTalksas NotSaidRoundEndsas ApplyContext "Talksas:1:1,SaidRoundEndsas:1:10" applycontexttoworld Response WonRoundsas } Response WonRoundCleansas { scene "scenes/sas/RadioBotEndClean01.vcd" //That went down a storm. scene "scenes/sas/RadioBotEndClean05.vcd" //Smashing work boys scene "scenes/sas/RadioBotEndClean06.vcd" //We're all going home tonight (to self) } Rule WonRoundCleansas { criteria TLK_WonRoundClean Issas IsAllAlive IsTalksas ApplyContext "Talksas:1:1,SaidRoundEndsas:1:10" applycontexttoworld Response WonRoundCleansas } Response WonRoundQuicklysas { scene "scenes/sas/RadioBotEndClean01.vcd" //That went down a storm. scene "scenes/sas/RadioBotEndClean03.vcd" //That was sterling stuff men scene "scenes/sas/RadioBotEndClean04.vcd" //Smashing work boys scene "scenes/sas/RadioBotEndClean05.vcd" //Smashing work boys } Rule WonRoundQuicklysas { criteria TLK_WonRoundQuickly Issas IsTalksas ApplyContext "Talksas:1:1,SaidRoundEndsas:1:10" applycontexttoworld Response WonRoundQuicklysas } Rule AgreeWithPlansas { criteria TLK_AgreeWithPlan Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Agreesas } Rule BombHasPlanted2sas { criteria TLK_Radio.NeedBackup Issas IsSaidBombPlant ApplyContext "Talksas:1:1" applycontexttoworld Response BombHasPlantedsas } Rule BombHasPlanted3sas { criteria TLK_BombsiteSecure Issas IsSaidBombPlant ApplyContext "Talksas:1:1" applycontexttoworld Response BombHasPlantedsas } Rule BombsiteSecuresas { criteria TLK_BombsiteSecure Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response BombsiteClearsas } Rule FollowingCommandersas { criteria TLK_FollowingCommander Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response FollowingFriendsas } Rule FollowingSirsas { criteria TLK_FollowingSir Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response FollowingFriendsas } Rule NiceShotCommandersas { criteria TLK_NiceShotCommander Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response NiceShotsas } Rule NiceShotSirsas { criteria TLK_NiceShotSir Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response NiceShotsas } Rule ThrillEmotesas { criteria TLK_ThrillEmote Issas IsTalksas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response OnARollBragsas } Rule EnemySpottedsas { criteria TLK_EnemySpotted Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response Radio.EnemySpottedsas } Rule radio.gosas { criteria TLK_radio.go Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response radio.letsgosas } Rule radio.moveoutsas { criteria TLK_radio.moveout Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response radio.locknloadsas } Rule Radio.ReportInTeamsas { criteria TLK_Radio.ReportInTeam Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response RequestReportsas } Rule BombTickingDownsas { criteria TLK_BombTickingDown Issas IsTalksas ApplyContext "Talksas:1:1" applycontexttoworld Response WhereIsTheBombsas }