hl2_ep2_content/scripts/talker/npc_citizen_terminal.txt

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//============================================================================================================
criterion "IsTerminalBenchSitter" "terminal_benchsitter" "1" required
criterion "IsTerminalPreCustoms" "pre_customs" "1" weight 2 required
//the above was given a weight of 2 to override the "TrainGuy" criteria, which is based on TargetName
criterion "IsTerminalWaitingLady" "waiting_lady" "1" required
criterion "IsTerminalCustomsQueue" "customs_queue" "1" required
criterion "IsTerminalPlatform" "terminal_platform" "1" required
criterion "IsTerminalFoodLine" "food_line" "1" required
criterion "IsPlazaCitizen" "plaza_citizen" "1" required
criterion "IsPlazaBench" "plaza_bench" "1" required
criterion "IsCourtyardCitizen" "courtyard_citizen" "1" required
criterion "IsTerminalPacer" "terminal_pacer" "1" required
criterion "IsTerminalWatchclock" "terminal_watchclock" "1" required
criterion "IsTerminalLuggageGuy" "terminal_LuggageGuy" "1" required
criterion "IsStandingTrainGuy" "name" "citizen_train_1" required
criterion "IsSittingTrainGuy" "name" "citizen_train_2" required
//============================================================================================================
// Terminal specific Citizen Hello speech
//============================================================================================================
response "CitizenHelloTerminal"
{
}
rule CitizenHelloTerminal
{
criteria IsCitizen ConceptTalkHello IsGordonPreCriminal NPCIdle PlayerNear SeePlayer
response CitizenHelloTerminal
}
//============================================================================================================
// Terminal specific Citizen Idle speech
//============================================================================================================
response "CitizenTalkIdleTerminal"
{
}
rule CitizenTalkIdle
{
criteria IsCitizen ConceptTalkIdle IsGordonPreCriminal NPCIdle
response CitizenTalkIdleTerminal
}
//============================================================================================================
// Terminal specific Citizen Questions & Responses speech
//============================================================================================================
response "CitizenAnswerTerminal"
{
}
rule CitizenAnswerTerminal
{
criteria IsCitizen ConceptTalkAnswer IsGordonPreCriminal NPCIdle
response CitizenAnswerTerminal
}
//------------------------------------------------------------------------------------------------------------
response "CitizenQuestionTerminal"
{
}
rule CitizenQuestionTerminal
{
criteria IsCitizen ConceptTalkQuestion IsGordonPreCriminal NPCIdle
response CitizenQuestionTerminal
}
//------------------------------------------------------------------------------------------------------------
response "CitizenUseBenchSitter"
{
norepeat
scene "scenes/trainyard/cit_nerve.vcd"
}
rule CitizenUseBenchSitter
{
criteria IsCitizen ConceptTalkUse IsTerminalBenchSitter NPCIdle
response CitizenUseBenchSitter
}
//------------------------------------------------------------------------------------------------------------
response "CitizenUsePacer"
{
scene "scenes/trainyard/cit_pacing.vcd"
}
rule CitizenUsePacer
{
criteria IsCitizen ConceptTalkUse IsTerminalPacer
response CitizenUsePacer
}
//------------------------------------------------------------------------------------------------------------
response "CitizenUseWatchclock"
{
norepeat
scene "scenes/trainyard/cit_water.vcd"
}
rule CitizenUseWatchclock
{
criteria IsCitizen ConceptTalkUse IsTerminalWatchclock NPCidle
response CitizenUseWatchclock
}
//------------------------------------------------------------------------------------------------------------
response "CitizenPreCustoms"
{
norepeat
scene "scenes/trainyard/lookatplayer_02.vcd"
}
rule CitizenPreCustoms
{
criteria IsCitizen ConceptTalkUse IsTerminalPreCustoms NPCIdle
response CitizenPreCustoms
}
//------------------------------------------------------------------------------------------------------------
response "CitizenUseLuggageGuy"
{
norepeat
scene "scenes/trainyard/cit_tookcase.vcd"
}
rule CitizenUseLuggageGuy
{
criteria IsCitizen ConceptTalkUse IsTerminalLuggageGuy NPCIdle
response CitizenUseLuggageGuy
}
//------------------------------------------------------------------------------------------------------------
response "CitizenWaitingLady"
{
norepeat
scene "scenes/trainyard/cit_fence_woods.vcd"
}
rule CitizenWaitingLady
{
criteria IsCitizen ConceptTalkUse IsTerminalWaitingLady NPCIdle
response CitizenWaitingLady
}
//------------------------------------------------------------------------------------------------------------
response "CitizenCustomsQueue"
{
}
rule CitizenCustomsQueue
{
criteria IsCitizen ConceptTalkUse IsTerminalCustomsQueue NPCIdle
response CitizenCustomsQueue
}
rule CitizenCustomsQueueIdle
{
criteria IsCitizen ConceptTalkQuestion IsTerminalCustomsQueue NPCIdle
response CitizenCustomsQueue
}
//------------------------------------------------------------------------------------------------------------
response "StandingTrainGuy"
{
norepeat
scene "scenes/trainyard/cit_train_hookup.vcd"
}
rule StandingTrainGuy
{
criteria IsCitizen ConceptTalkUse IsStandingTrainGuy NPCIdle
response StandingTrainGuy
}
//------------------------------------------------------------------------------------------------------------
response "SittingTrainGuy"
{
norepeat
scene "scenes/trainyard/cit_train_reloc.vcd" speakonce
}
rule SittingTrainGuy
{
criteria IsCitizen ConceptTalkUse IsSittingTrainGuy NPCIdle
response SittingTrainGuy
}
//------------------------------------------------------------------------------------------------------------
response "CitizenTerminalPlatform"
{
}
rule CitizenTerminalPlatform
{
criteria IsCitizen ConceptTalkUse IsTerminalPlatform NPCIdle
response CitizenTerminalPlatform
}
//------------------------------------------------------------------------------------------------------------
response "CitizenFoodLine"
{
scene "scenes/trainyard/$gender01/cit_foodline01.vcd"
scene "scenes/trainyard/$gender01/cit_foodline02.vcd"
scene "scenes/trainyard/$gender01/cit_foodline03.vcd"
scene "scenes/trainyard/$gender01/cit_foodline04.vcd"
}
rule CitizenFoodLine
{
criteria IsCitizen ConceptTalkUse IsTerminalFoodLine NPCIdle
response CitizenFoodLine
}
//------------------------------------------------------------------------------------------------------------
response "CitizenPlaza"
{
scene "scenes/trainyard/$gender01/cit_pedestrian01.vcd"
scene "scenes/trainyard/$gender01/cit_pedestrian02.vcd"
scene "scenes/trainyard/$gender01/cit_pedestrian03.vcd"
scene "scenes/trainyard/$gender01/cit_pedestrian04.vcd"
scene "scenes/trainyard/$gender01/cit_pedestrian05.vcd"
}
rule CitizenPlaza
{
criteria IsCitizen ConceptTalkUse IsPlazaCitizen NPCIdle
response CitizenPlaza
}
//------------------------------------------------------------------------------------------------------------
response "CitizenPlazaBench"
{
scene "scenes/trainyard/$gender01/cit_bench01.vcd"
scene "scenes/trainyard/$gender01/cit_bench02.vcd"
scene "scenes/trainyard/$gender01/cit_bench03.vcd"
scene "scenes/trainyard/$gender01/cit_bench04.vcd"
}
rule CitizenPlazaBench
{
criteria IsCitizen ConceptTalkUse IsPlazaBench NPCIdle
response CitizenPlazaBench
}
//------------------------------------------------------------------------------------------------------------
response "CitizenCourtyard"
{
//sequential
scene "scenes/trainyard/cit_raid_use01.vcd"
scene "scenes/trainyard/cit_raid_use02.vcd"
}
rule CitizenCourtyard
{
criteria IsCitizen ConceptTalkUse IsCourtyardCitizen NPCIdle
response CitizenCourtyard
}
//============================================================================================================
// Citizen responding to the player 'attacking' them with a physics object
//============================================================================================================
response "CitizenPlayerPhysAttackTerminal"
{
scene "scenes/trainyard/$gender01/cit_hit01.vcd"
scene "scenes/trainyard/$gender01/cit_hit02.vcd"
scene "scenes/trainyard/$gender01/cit_hit03.vcd"
scene "scenes/trainyard/$gender01/cit_hit04.vcd"
scene "scenes/trainyard/$gender01/cit_hit05.vcd"
}
rule CitizenPlayerPhysAttackTerminal
{
criteria IsCitizen ConceptTalkPlayerPhysAttack IsGordonPreCriminal
response CitizenPlayerPhysAttackTerminal
}
//============================================================================================================