hl2_ep2_content/scripts/talker/npc_citizen_coast.txt

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//====================================================================================================
// Coast specific criteria
//====================================================================================================
criterion "IsOdessaVillager" "odessavillager" "1" required
criterion "OdessaAlive" "worldodessadead" "0" required
criterion "OdessaDead" "worldodessadead" "1" required
criterion "GunshipDead" "worldgunshipdead" "1" required
criterion "GunshipAlive" "worldgunshipdead" "0" required
criterion "IsMap_d2_coast_10" "map" "d2_coast_10" required
criterion "TauHasNotBeenRemoved" "tauonjeep" "1"
criterion "TauHasBeenRemoved" "tauonjeep" "0"
//====================================================================================================
// d2_coast_02
//====================================================================================================
//======================================================
// Guy who leads you up the stairs to the vortigaunt
//======================================================
response "OdessaVillagerLeadWaitOver"
{
// scene "scenes/coast/odessa/leadwaitover.vcd"
}
rule OdessaVillagerLeadWaitOver
{
criteria IsOdessaVillager ConceptLeadWaitOver
response OdessaVillagerLeadWaitOver
}
//------------------------------------------------------------------------------------------------------------
response "OdessaVillagerLeadCatchup"
{
scene "scenes/coast/odessa/leadlaggingbehind01.vcd" weight 0.5
scene "scenes/coast/odessa/leadlaggingbehind02.vcd" weight 0.5
scene "scenes/coast/odessa/$gender01/stairman_follow01.vcd" weight 2.0
scene "scenes/coast/odessa/$gender01/stairman_follow03.vcd" weight 2.0
}
rule OdessaVillagerLeadCatchup
{
criteria IsOdessaVillager ConceptLeadRetrieve
response OdessaVillagerLeadCatchup
}
//======================================================
// General villagers
//======================================================
response "OdessaVillagerBeforeGunship"
{
scene "scenes/coast/odessa/$gender01/nlo_citizen_greet01.vcd"
scene "scenes/coast/odessa/$gender01/nlo_citizen_greet02.vcd"
scene "scenes/coast/odessa/$gender01/nlo_citizen_greet03.vcd"
scene "scenes/coast/odessa/$gender01/nlo_citizen_greet04.vcd"
}
rule OdessaVillagerUseBeforeGunship
{
criteria ConceptTalkUse IsOdessaVillager GunshipAlive
response OdessaVillagerBeforeGunship
}
rule OdessaVillagerStareBeforeGunship
{
criteria ConceptTalkStare IsOdessaVillager GunshipAlive
response OdessaVillagerBeforeGunship
}
//------------------------------------------------------------------------------------------------------------
response "OdessaVillagerAfterGunship"
{
scene "scenes/coast/odessa/$gender01/nlo_citizen_post01.vcd"
scene "scenes/coast/odessa/$gender01/nlo_citizen_post02.vcd"
scene "scenes/coast/odessa/$gender01/nlo_citizen_post03.vcd"
}
rule OdessaVillagerUseAfterGunship
{
criteria ConceptTalkUse IsOdessaVillager GunshipDead
response OdessaVillagerAfterGunship
}
rule OdessaVillagerStareAfterGunship
{
criteria ConceptTalkStare IsOdessaVillager GunshipDead
response OdessaVillagerAfterGunship
}
//---------------------------------------------------------------
response "OdessaVillagerHelloDead"
{
scene "scenes/coast/odessa/$gender01/nlo_opengate.vcd"
scene "scenes/coast/odessa/$gender01/nlo_cubdeath01.vcd"
scene "scenes/coast/odessa/$gender01/nlo_cubdeath02.vcd"
}
rule OdessaVillagerHelloDead
{
criteria IsCitizen ConceptTalkHello IsOdessaVillager OdessaDead NPCIdle PlayerNear SeePlayer
response OdessaVillagerHelloDead
}
//------------------------------------------------------------------------------------------------------------
response "OdessaVillagerHelloAlive"
{
//
}
rule OdessaVillagerHelloAlive
{
criteria IsCitizen ConceptTalkHello IsOdessaVillager OdessaAlive NPCIdle PlayerNear SeePlayer
response OdessaVillagerHelloAlive
}
//------------------------------------------------------------------------------------------------------------
// For now, the idle citizens keep telling you to go see Odessa
rule OdessaVillagerTalkIdle
{
criteria IsOdessaVillager IsCitizen ConceptTalkIdle OdessaAlive NPCIdle
response OdessaVillagerHelloAlive
}
// If Odessa's dead, the citizens just idly mourn him
rule OdessaVillagerTalkIdle
{
criteria IsOdessaVillager IsCitizen ConceptTalkIdle OdessaDead NPCIdle
response OdessaVillagerHelloDead
}
//------------------------------------------------------------------------------------------------------------
response "OdessaVillagerIdleGunshipDead"
{
//
}
// If Odessa's alive, but the gunship's dead, the citizens tell you to get moving
rule OdessaVillagerTalkIdle
{
criteria IsOdessaVillager IsCitizen ConceptTalkIdle OdessaAlive GunshipDead NPCIdle
response OdessaVillagerIdleGunshipDead
}
//------------------------------------------------------------------------------------------------------------
response "OdessaVillagerResponsePlayerKilledGunship"
{
scene "scenes/coast/odessa/$gender01/nlo_cheer01.vcd"
scene "scenes/coast/odessa/$gender01/nlo_cheer02.vcd"
scene "scenes/coast/odessa/$gender01/nlo_cheer03.vcd"
scene "scenes/coast/odessa/$gender01/nlo_cheer04.vcd"
}
rule OdessaVillagerResponsePlayerKilledGunship
{
criteria IsCitizen ConceptCRPlayerKilledGunship
response OdessaVillagerResponsePlayerKilledGunship
}
//------------------------------------------------------------------------------------------------------------
response "OdessaVillagerResponseVitalNPCDied"
{
scene "scenes/coast/odessa/$gender01/nlo_cubdeath01.vcd"
scene "scenes/coast/odessa/$gender01/nlo_cubdeath02.vcd"
}
rule OdessaVillagerResponseVitalNPCDied
{
criteria IsCitizen ConceptCRVitalNPCDied
response OdessaVillagerResponseVitalNPCDied
}
//====================================================================================================
// d2_coast_10
//====================================================================================================
//======================================================
// Citizen who leads you to the secret door of the lighthouse
//======================================================
response "ExitLeadStart"
{
scene "scenes/coast/barn/$gender01/exit_cliffpath.vcd"
}
rule ExitLeadStart
{
criteria IsMap_d2_coast_10 ConceptLeadStart
response ExitLeadStart
}
//------------------------------------------------------------------------------------------------------------
response "ExitLeadCatchup"
{
scene "scenes/coast/barn/$gender01/exit_comewith.vcd"
}
rule ExitLeadCatchup
{
criteria IsMap_d2_coast_10 ConceptLeadCatchup
response ExitLeadCatchup
}
//------------------------------------------------------------------------------------------------------------
response "ExitLeadRetrieve"
{
scene "scenes/npc/$gender01/letsgo02.vcd"
}
rule ExitLeadRetrieve
{
criteria IsMap_d2_coast_10 ConceptLeadRetrieve
response ExitLeadRetrieve
}
//------------------------------------------------------------------------------------------------------------
response "ExitLeadSuccess"
{
scene "scenes/coast/barn/$gender01/exit_watchstep.vcd"
}
rule ExitLeadSuccess
{
criteria IsMap_d2_coast_10 ConceptLeadSuccess
response ExitLeadSuccess
}
//======================================================
// General villagers
//======================================================
response "d2_coast_10_Hello"
{
sequential
scene "scenes/coast/barn/$gender01/parkit.vcd" nodelay speakonce
scene "scenes/coast/barn/$gender01/chatter.vcd" nodelay speakonce
scene "scenes/coast/barn/$gender01/ditchcar.vcd" nodelay speakonce
scene "scenes/coast/barn/$gender01/getcarinbarn.vcd" nodelay speakonce
scene "scenes/coast/barn/$gender01/gettauoff.vcd" speakonce
}
//rule d2_coast_10_Hello
//{
// criteria IsCitizen ConceptTalkHello IsMap_d2_coast_10 NPCIdle PlayerNear SeePlayer
// response d2_coast_10_Hello
//}
//------------------------------------------------------------------------------------------------------------
// For now, the idle citizens keep telling you to get your car into the barn
rule d2_coast_10_CitizenTalkIdle
{
criteria IsMap_d2_coast_10 IsCitizen ConceptTalkStare NPCIdle
response d2_coast_10_Hello
}
//======================================================
// Villager responses [This bit was cut; no feedback when shooting with a pistol.]
//======================================================
//response "d2_coast_10_ResponsePlayerShotGunship"
//{
// scene "scenes/coast/odessa/$gender01/nlo_userockets.vcd"
//}
//
//rule d2_coast_10_ResponsePlayerShotGunship
//{
// criteria IsMap_d2_coast_10 ConceptCRPlayerShotGunship
// response d2_coast_10_ResponsePlayerShotGunship
//}