//==================================================================================================== // 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 //}