First version of the SOurce SDK 2013

This commit is contained in:
Joe Ludwig
2013-06-26 15:22:04 -07:00
commit 39ed87570b
7469 changed files with 3312656 additions and 0 deletions

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map sdk_vehicles

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map sdk_vehicles

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map sdk_vehicles

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detail
{
forest_floor_01
//for Ep2
{
"density" "450.0"
Group1
{
"alpha" "0"
Model1
// Position 5 in sheet
{
"sprite" "187 176 151 151 1024"
"spritesize" "0.5 0.0 14 14"
"spriterandomscale" "0.2"
"amount" "0.1"
"detailOrientation" "2"
}
Model2
// Position 1 in sheet
{
"sprite" "21 15 151 150 1024"
"spritesize" "0.5 0.0 18 18"
"spriterandomscale" "0.2"
"amount" "0.01"
"detailOrientation" "2"
}
Model3
// Position 2 in sheet
{
"sprite" "186 16 150 151 1024"
"spritesize" "0.5 0.0 16 16"
"spriterandomscale" "0.3"
"amount" "0.1"
"detailOrientation" "2"
}
Model4
// Position 4 in sheet
{
"sprite" "22 178 148 147 1024"
"spritesize" "0.5 0.0 18 18"
"spriterandomscale" "0.3"
"amount" "0.1"
"detailOrientation" "2"
}
Model5
// Position 3 in sheet
{
"sprite" "350 14 148 151 1024"
"spritesize" "0.5 0.0 17 17"
"spriterandomscale" "0.3"
"amount" "0.05"
"detailOrientation" "2"
}
Model6
// Position 6 in sheet
{
"sprite" "348 176 148 146 1024"
"spritesize" "0.5 0.0 18 18"
"spriterandomscale" "0.3"
"amount" "0.05"
"detailOrientation" "2"
}
Model7
// Position 7 in sheet
{
"sprite" "21 337 150 170 1024"
"spritesize" "0.5 0.0 12 18"
"spriterandomscale" "0.2"
"amount" "0.05"
"detailOrientation" "2"
}
Model8
// Position 8 in sheet
{
"sprite" "185 337 152 152 1024"
"spritesize" "0.5 0.0 16 16"
"spriterandomscale" "0.2"
"amount" "0.05"
"detailOrientation" "2"
}
Model9
// Position 9 in the sheet
{
"sprite" "347 364 143 115 1024"
"spritesize" "0.5 0.0 16 16"
"spriterandomscale" "0.2"
"amount" "0.4"
"detailOrientation" "2"
}
}
Group2
{
"alpha" "1"
}
}
canal_reeds2
{
"density" "750.0"
Group1
{
"alpha" "0.0"
}
Group2
{
"alpha" "0.2"
}
Group2a
{
"alpha" "0.35"
Model1
{
"sprite" "561 4 152 252 1024"
"spritesize" "0.5 0.0 20 40"
"spriterandomscale" "0.2"
"amount" "0.8"
"detailOrientation" "2"
//"upright" "1.0"
//"model" "models/props_foliage/small_cattails.mdl"
//"amount" "0.2"
}
}
Group3
{
"alpha" "0.75"
Model1
{
"sprite" "561 4 152 252 1024"
"spritesize" "0.5 0.0 10 30"
"spriterandomscale" "0.2"
"amount" "0.6"
"detailOrientation" "2"
//"upright" "1.0"
//"model" "models/props_foliage/small_cattails.mdl"
//"amount" "0.2"
}
}
Group4
{
"alpha" "1.0"
Model1
{
"sprite" "561 4 152 252 1024"
"spritesize" "0.5 0.0 15 25"
"spriterandomscale" "0.3"
"amount" "0.2"
"detailOrientation" "2"
//"upright" "1.0"
//"model" "models/props_foliage/small_cattails.mdl"
//"amount" "0.2"
}
Model2
// Position 9 in the sheet
{
"sprite" "347 364 143 115 1024"
"spritesize" "0.5 0.0 16 16"
"spriterandomscale" "0.2"
"amount" "0.4"
"detailOrientation" "2"
}
Model3
// Position 3 in sheet
{
"sprite" "350 14 148 151 1024"
"spritesize" "0.5 0.0 17 17"
"spriterandomscale" "0.3"
"amount" "0.2"
"detailOrientation" "2"
}
Model4
// Position 8 in sheet
{
"sprite" "185 337 152 152 1024"
"spritesize" "0.5 0.0 16 16"
"spriterandomscale" "0.2"
"amount" "0.2"
"detailOrientation" "2"
}
}
}
redgrass_alt
//alt version for ep2
{
"density" "500.0"
Group1
{
"alpha" "0"
Model1
// Position 1 in sheet
{
"sprite" "21 15 151 150 1024"
"spritesize" "0.5 0.0 18 18"
"spriterandomscale" "0.2"
"amount" "0.1"
"detailOrientation" "2"
}
Model2
// Position 3 in sheet
{
"sprite" "350 14 148 151 1024"
"spritesize" "0.5 0.0 17 17"
"spriterandomscale" "0.3"
"amount" "0.1"
"detailOrientation" "2"
}
Model3
// Position 6 in sheet
{
"sprite" "348 176 148 146 1024"
"spritesize" "0.5 0.0 18 18"
"spriterandomscale" "0.3"
"amount" "0.1"
"detailOrientation" "2"
}
Model4
// Position 7 in sheet
{
"sprite" "21 337 150 170 1024"
"spritesize" "0.5 0.0 12 18"
"spriterandomscale" "0.2"
"amount" "0.1"
"detailOrientation" "2"
}
Model5
// Position 8 in sheet
{
"sprite" "185 337 152 152 1024"
"spritesize" "0.5 0.0 16 16"
"spriterandomscale" "0.2"
"amount" "0.2"
"detailOrientation" "2"
}
Model6
// Position 9 in the sheet
{
"sprite" "347 364 143 115 1024"
"spritesize" "0.5 0.0 16 16"
"spriterandomscale" "0.2"
"amount" "0.4"
"detailOrientation" "2"
}
}
Group2
{
"alpha" "1"
}
}
citygrass_light
{
"density" "400.0"
Group1
{
"alpha" "1"
Model1
// Position 9 in the sheet
{
"sprite" "347 364 143 115 1024"
"spritesize" "0.5 0.0 32 32"
"spriterandomscale" "0.2"
"amount" "0.6"
"detailOrientation" "2"
}
Model2
// Position 1 in sheet
{
"sprite" "21 15 151 150 1024"
"spritesize" "0.5 0.0 18 18"
"spriterandomscale" "0.2"
"amount" "0.05"
"detailOrientation" "2"
}
Model3
// Position 3 in sheet
{
"sprite" "350 14 148 151 1024"
"spritesize" "0.5 0.0 17 17"
"spriterandomscale" "0.3"
"amount" "0.05"
"detailOrientation" "2"
}
Model4
// Position 6 in sheet
{
"sprite" "348 176 148 146 1024"
"spritesize" "0.5 0.0 18 18"
"spriterandomscale" "0.3"
"amount" "0.1"
"detailOrientation" "2"
}
Model5
// Position 8 in sheet
{
"sprite" "185 337 152 152 1024"
"spritesize" "0.5 0.0 16 16"
"spriterandomscale" "0.2"
"amount" "0.1"
"detailOrientation" "2"
}
Model6
// Position 7 in sheet
{
"sprite" "21 337 150 170 1024"
"spritesize" "0.5 0.0 12 18"
"spriterandomscale" "0.2"
"amount" "0.1"
"detailOrientation" "2"
}
}
Group3
{
"alpha" "0.5"
}
Group4
{
"alpha" "0.3"
}
Group5
{
"alpha" "0.0"
}
}
}

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"GameInfo"
{
game "My First Episodic Mod"
title "HALF-LIFE'"
title2 ""
type singleplayer_only
FileSystem
{
SteamAppId 243730 // This sets the app ID in Steam
//
// The code that loads this file automatically does a few things here:
//
// 1. For each "Game" search path, it adds a "GameBin" path, in <dir>\bin
// 2. For each "Game" search path, it adds another "Game" path in front of it with _<langage> at the end.
// For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it.
// 3. For the first "Game" search path, it adds a search path called "MOD".
// 4. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH".
//
//
// Search paths are relative to the base directory, which is where hl2.exe is found.
//
// |gameinfo_path| points at the directory where gameinfo.txt is.
// We always want to mount that directory relative to gameinfo.txt, so
// people can mount stuff in c:\mymod, and the main game resources are in
// someplace like c:\program files\valve\steam\steamapps\half-life 2.
//
SearchPaths
{
// First, mount all user customizations. This will search for VPKs and subfolders
// and mount them in alphabetical order. The easiest way to distribute a mod is to
// pack up the custom content into a VPK. To "install" a mod, just drop it in this
// folder.
//
// Note that this folder is scanned only when the game is booted.
game+mod ep2/custom/*
game+mod episodic/custom/*
game+mod hl2/custom/*
// Now search loose files. We'll set the directory containing the gameinfo.txt file
// as the first "mod" search path (after any user customizations). This is also the one
// that's used when writing to the "mod" path.
game+mod+mod_write+default_write_path |gameinfo_path|.
gamebin |gameinfo_path|bin
// We search VPK files before ordinary folders, because most files will be found in
// VPK and we can avoid making thousands of file system calls to attempt to open files
// in folders where they don't exist. (Searching a VPK is much faster than making an operating
// system call.)
game_lv hl2/hl2_lv.vpk
game+mod ep2/ep2_english.vpk
game+mod ep2/ep2_pak.vpk
game |all_source_engine_paths|episodic/ep1_english.vpk
game |all_source_engine_paths|episodic/ep1_pak.vpk
game |all_source_engine_paths|hl2/hl2_english.vpk
game |all_source_engine_paths|hl2/hl2_pak.vpk
game |all_source_engine_paths|hl2/hl2_textures.vpk
game |all_source_engine_paths|hl2/hl2_sound_vo_english.vpk
game |all_source_engine_paths|hl2/hl2_sound_misc.vpk
game |all_source_engine_paths|hl2/hl2_misc.vpk
platform |all_source_engine_paths|platform/platform_misc.vpk
// Add the HL2 directory as a game search path. This is also where where writes
// to the "game" path go.
game+game_write ep2
// Where the game's binaries are
gamebin episodic/bin
// Last, mount in shared HL2 loose files
game |all_source_engine_paths|episodic
game |all_source_engine_paths|hl2
platform |all_source_engine_paths|platform
}
}
}

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lights/fluorescentcool001a 189 231 232 350
lights/fluorescentcool001b 236 255 182 350
lights/fluorescentcool002a 189 231 232 400
lights/fluorescentcool002b 236 255 182 400
lights/fluorescentcool003a 189 231 232 300
lights/fluorescentwarm001a 239 216 193 350
lights/fluorescentwarm002a 239 216 193 400
lights/fluorescentwhite001a 245 245 245 350
lights/fluorescentwhite002a 245 245 245 400
lights/hazzardred001a 228 37 0 300
lights/hazzardyellow001a 250 215 74 300
lights/HIDcool001a 145 222 172 650
lights/HIDcool001b 205 232 255 650
lights/HIDwarm001a 255 201 116 650
lights/white001 250 240 205 100
lights/white002 189 233 247 425
lights/white003 232 246 190 350
lights/white004 170 228 247 425
lights/white005 234 235 220 375
lights/white006 234 235 220 100
lights/blue001 166 180 196 200 166 180 196 100
lights/blue002 141 176 203 200 141 176 203 100
lights/red001 63 1 1 200 63 1 1 100
lights/white001_nochop 250 240 205 100
lights/white002_nochop 189 233 247 425
lights/white003_nochop 232 246 190 350
lights/white004_nochop 170 228 247 425
lights/white005_nochop 234 235 220 375
lights/white006_nochop 234 235 220 100
lights/incandescentcool001a 235 235 235 300
lights/incandescentwarm001a 250 226 129 300
glass/glassscreen001a 172 192 161 225
glass/glasspipe001f 214 72 44 200
glass/glassscreen001c 172 192 161 225
glass/glassscreen001d 211 187 134 225
glass/glassblock001a 70 194 209 200
composite/citadelfloor001a 103 143 203 200
props/tvscreen006a 196 0 0 200
shadertest/gooinglass 149 49 15 50
glass/glasswindow002e 189 233 247 425
glass/glasswindow035a 145 222 172 100
dev/DEV_INTERIORLIGHT02B 151 176 204 225
plaster/plasterwall029h 189 223 227 125
building_template/Building_Trainstation_Template001d 230 230 200 65
building_template/Building_Trainstation_Template001e 230 230 200 150
building_template/Building_Trainstation_window002d 230 230 200 300
building_template/Building_Trainstation_window002e 230 230 200 300
lights/physgunlight 189 231 232 20
noshadow tree_deciduous_01a_branches.vmt
noshadow tree_deciduous_01a_leaves.vmt
noshadow tree_deciduous_01a_lod.vmt
noshadow tree_deciduous_01a_lod-leaves.vmt
forcetextureshadow props_foliage/tree_dead01.mdl
forcetextureshadow props_foliage/tree_dead02.mdl
forcetextureshadow props_foliage/tree_dead03.mdl
forcetextureshadow props_foliage/tree_dead04.mdl
forcetextureshadow props_foliage/tree_dry01.mdl
forcetextureshadow props_foliage/tree_dry02.mdl
forcetextureshadow props_foliage/tree_pine_large.mdl
forcetextureshadow props_foliage/tree_pine04.mdl
forcetextureshadow props_foliage/tree_pine05.mdl
forcetextureshadow props_foliage/tree_pine06.mdl
forcetextureshadow props_foliage/tree_deciduous_01a.mdl
forcetextureshadow props_foliage/tree_deciduous_02a.mdl
forcetextureshadow props_wasteland/interior_fence001a.mdl
forcetextureshadow props_wasteland/interior_fence001b.mdl
forcetextureshadow props_wasteland/interior_fence001c.mdl
forcetextureshadow props_wasteland/interior_fence001d.mdl
forcetextureshadow props_wasteland/interior_fence001e.mdl
forcetextureshadow props_wasteland/interior_fence001g.mdl
forcetextureshadow props_wasteland/interior_fence002a.mdl
forcetextureshadow props_wasteland/interior_fence002b.mdl
forcetextureshadow props_wasteland/interior_fence002c.mdl
forcetextureshadow props_wasteland/interior_fence002d.mdl
forcetextureshadow props_wasteland/interior_fence002e.mdl
forcetextureshadow props_wasteland/interior_fence002f.mdl
forcetextureshadow props_wasteland/interior_fence003a.mdl
forcetextureshadow props_wasteland/interior_fence003b.mdl
forcetextureshadow props_wasteland/interior_fence003d.mdl
forcetextureshadow props_wasteland/interior_fence003e.mdl
forcetextureshadow props_wasteland/interior_fence003f.mdl
forcetextureshadow props_wasteland/interior_fence004a.mdl
forcetextureshadow props_wasteland/interior_fence004b.mdl
forcetextureshadow props_forest/fence_barb_256.mdl
forcetextureshadow props_forest/fence_barb_512.mdl
forcetextureshadow props_forest/fence_border_128.mdl
forcetextureshadow props_forest/fence_border_256.mdl
forcetextureshadow props_forest/fence_border_512.mdl
forcetextureshadow props_forest/fence_trail_128.mdl
forcetextureshadow props_forest/fence_trail_256.mdl
forcetextureshadow props_forest/fence_trail_512.mdl
forcetextureshadow props_wasteland/exterior_fence_notbarbed002a.mdl
forcetextureshadow props_wasteland/exterior_fence_notbarbed002b.mdl
forcetextureshadow props_wasteland/exterior_fence_notbarbed002c.mdl
forcetextureshadow props_wasteland/exterior_fence_notbarbed002d.mdl
forcetextureshadow props_wasteland/exterior_fence_notbarbed002e.mdl
forcetextureshadow props_wasteland/exterior_fence_notbarbed002f.mdl
forcetextureshadow props_wasteland/exterior_fence001a.mdl
forcetextureshadow props_wasteland/exterior_fence001b.mdl
forcetextureshadow props_wasteland/exterior_fence002a.mdl
forcetextureshadow props_wasteland/exterior_fence002b.mdl
forcetextureshadow props_wasteland/exterior_fence002c.mdl
forcetextureshadow props_wasteland/exterior_fence002d.mdl
forcetextureshadow props_wasteland/exterior_fence002e.mdl
forcetextureshadow props_wasteland/exterior_fence003a.mdl
forcetextureshadow props_wasteland/exterior_fence003b.mdl
forcetextureshadow props_foliage/fern01.mdl
forcetextureshadow props_foliage/ferns01.mdl
forcetextureshadow props_foliage/ferns02.mdl
forcetextureshadow props_foliage/ferns03.mdl
forcetextureshadow props_forest/fern01.mdl
forcetextureshadow props_forest/fern01lg.mdl

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///////////////////////////////////////////////////////////
// Tracker scheme resource file
//
// sections:
// Colors - all the colors used by the scheme
// BaseSettings - contains settings for app to use to draw controls
// Fonts - list of all the fonts used by app
// Borders - description of all the borders
//
///////////////////////////////////////////////////////////
Scheme
{
//////////////////////// COLORS ///////////////////////////
// color details
// this is a list of all the colors used by the scheme
Colors
{
}
///////////////////// BASE SETTINGS ////////////////////////
//
// default settings for all panels
// controls use these to determine their settings
BaseSettings
{
"FgColor" "255 220 0 100"
"BgColor" "0 0 0 76"
"Panel.FgColor" "255 220 0 100"
"Panel.BgColor" "0 0 0 76"
"BrightFg" "255 220 0 255"
"DamagedBg" "180 0 0 200"
"DamagedFg" "180 0 0 230"
"BrightDamagedFg" "255 0 0 255"
// weapon selection colors
"SelectionNumberFg" "255 220 0 255"
"SelectionTextFg" "255 220 0 255"
"SelectionEmptyBoxBg" "0 0 0 80"
"SelectionBoxBg" "0 0 0 80"
"SelectionSelectedBoxBg" "0 0 0 80"
"ZoomReticleColor" "255 220 0 255"
// HL1-style HUD colors
"Yellowish" "255 160 0 255"
"Normal" "255 208 64 255"
"Caution" "255 48 0 255"
// Top-left corner of the "Half-Life 2" on the main screen
"Main.Title1.X" "76"
"Main.Title1.Y" "145"
"Main.Title1.Y_hidef" "130"
"Main.Title1.Color" "255 255 255 255"
// Top-left corner of secondary title e.g. "DEMO" on the main screen
"Main.Title2.X" "76"
"Main.Title2.Y" "190"
"Main.Title2.Y_hidef" "174"
"Main.Title2.Color" "255 255 255 200"
// Top-left corner of the menu on the main screen
"Main.Menu.X" "53"
"Main.Menu.X_hidef" "76"
"Main.Menu.Y" "240"
// Blank space to leave beneath the menu on the main screen
"Main.BottomBorder" "32"
}
//////////////////////// BITMAP FONT FILES /////////////////////////////
//
// Bitmap Fonts are ****VERY*** expensive static memory resources so they are purposely sparse
BitmapFontFiles
{
// UI buttons, custom font, (256x64)
"Buttons" "materials/vgui/fonts/buttons_32.vbf"
}
//////////////////////// FONTS /////////////////////////////
//
// describes all the fonts
Fonts
{
// fonts are used in order that they are listed
// fonts are used in order that they are listed
"DebugFixed"
{
"1"
{
"name" "Courier New"
"tall" "14"
"weight" "400"
"antialias" "1"
}
}
// fonts are used in order that they are listed
"DebugFixedSmall"
{
"1"
{
"name" "Courier New"
"tall" "14"
"weight" "400"
"antialias" "1"
}
}
// fonts listed later in the order will only be used if they fulfill a range not already filled
// if a font fails to load then the subsequent fonts will replace
Default
{
"1" [$X360]
{
"name" "Verdana"
"tall" "12"
"weight" "700"
"antialias" "1"
}
"1" [$WIN32]
{
"name" "Verdana"
"tall" "9"
"weight" "700"
"antialias" "1"
"yres" "1 599"
}
"2"
{
"name" "Verdana"
"tall" "12"
"weight" "700"
"antialias" "1"
"yres" "600 767"
}
"3"
{
"name" "Verdana"
"tall" "14"
"weight" "900"
"antialias" "1"
"yres" "768 1023"
}
"4"
{
"name" "Verdana"
"tall" "20"
"weight" "900"
"antialias" "1"
"yres" "1024 1199"
}
"5"
{
"name" "Verdana"
"tall" "24"
"weight" "900"
"antialias" "1"
"yres" "1200 10000"
"additive" "1"
}
}
"DefaultSmall"
{
"1"
{
"name" "Verdana"
"tall" "12"
"weight" "0"
"range" "0x0000 0x017F"
"yres" "480 599"
}
"2"
{
"name" "Verdana"
"tall" "13"
"weight" "0"
"range" "0x0000 0x017F"
"yres" "600 767"
}
"3"
{
"name" "Verdana"
"tall" "14"
"weight" "0"
"range" "0x0000 0x017F"
"yres" "768 1023"
"antialias" "1"
}
"4"
{
"name" "Verdana"
"tall" "20"
"weight" "0"
"range" "0x0000 0x017F"
"yres" "1024 1199"
"antialias" "1"
}
"5"
{
"name" "Verdana"
"tall" "24"
"weight" "0"
"range" "0x0000 0x017F"
"yres" "1200 6000"
"antialias" "1"
}
"6"
{
"name" "Arial"
"tall" "12"
"range" "0x0000 0x00FF"
"weight" "0"
}
}
"DefaultVerySmall"
{
"1"
{
"name" "Verdana"
"tall" "12"
"weight" "0"
"range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A
"yres" "480 599"
}
"2"
{
"name" "Verdana"
"tall" "13"
"weight" "0"
"range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A
"yres" "600 767"
}
"3"
{
"name" "Verdana"
"tall" "14"
"weight" "0"
"range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A
"yres" "768 1023"
"antialias" "1"
}
"4"
{
"name" "Verdana"
"tall" "20"
"weight" "0"
"range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A
"yres" "1024 1199"
"antialias" "1"
}
"5"
{
"name" "Verdana"
"tall" "24"
"weight" "0"
"range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A
"yres" "1200 6000"
"antialias" "1"
}
"6"
{
"name" "Verdana"
"tall" "12"
"range" "0x0000 0x00FF"
"weight" "0"
}
"7"
{
"name" "Arial"
"tall" "11"
"range" "0x0000 0x00FF"
"weight" "0"
}
}
WeaponIcons
{
"1"
{
"name" "HalfLife2"
"tall" "64"
"tall_hidef" "58"
"weight" "0"
"antialias" "1"
"additive" "1"
"custom" "1"
}
}
WeaponIconsSelected
{
"1"
{
"name" "HalfLife2"
"tall" "64"
"tall_hidef" "58"
"weight" "0"
"antialias" "1"
"blur" "5"
"scanlines" "2"
"additive" "1"
"custom" "1"
}
}
WeaponIconsSmall
{
"1"
{
"name" "HalfLife2"
"tall" "32"
"weight" "0"
"antialias" "1"
"additive" "1"
"custom" "1"
}
}
Crosshairs
{
"1"
{
"name" "HalfLife2"
"tall" "40" [!$OSX]
"tall" "41" [$OSX]
"weight" "0"
"antialias" "0"
"additive" "1"
"custom" "1"
"yres" "1 10000"
}
}
QuickInfo
{
"1" [$X360]
{
"name" "HL2cross"
"tall" "57"
"weight" "0"
"antialias" "1"
"additive" "1"
"custom" "1"
}
"1" [$WIN32]
{
"name" "HL2cross"
"tall" "28" [!$OSX]
"tall" "50" [$OSX]
"weight" "0"
"antialias" "1"
"additive" "1"
"custom" "1" [!$OSX]
}
}
HudNumbers
{
"1"
{
"name" "HalfLife2"
"tall" "32" [$WIN32]
"tall" "38" [$X360]
"weight" "0"
"antialias" "1"
"additive" "1"
"custom" "1"
}
}
SquadIcon [$X360]
{
"1"
{
"name" "HalfLife2"
"tall" "50"
"weight" "0"
"antialias" "1"
"additive" "1"
"custom" "1"
}
}
HudNumbersGlow
{
"1"
{
"name" "HalfLife2"
"tall" "32" [$WIN32]
"tall" "38" [$X360]
"weight" "0"
"blur" "4"
"scanlines" "2"
"antialias" "1"
"additive" "1"
"custom" "1"
}
}
HudNumbersSmall
{
"1"
{
"name" "HalfLife2" [!$OSX]
"name" "Helvetica Bold" [$OSX]
"tall" "16" [$WIN32]
"tall" "22" [$X360]
"weight" "1000"
"additive" "1"
"antialias" "1"
"custom" "1"
}
}
HudSelectionNumbers
{
"1"
{
"name" "Verdana"
"tall" "11"
"weight" "700"
"antialias" "1"
"additive" "1"
}
}
HudHintTextLarge
{
"1" [$X360]
{
"bitmap" "1"
"name" "Buttons"
"scalex" "1.0"
"scaley" "1.0"
}
"1" [$WIN32]
{
"name" "Verdana" [!$OSX]
"name" "Helvetica Bold" [$OSX]
"tall" "14"
"weight" "1000"
"antialias" "1"
"additive" "1"
}
}
HudHintTextSmall
{
"1" [$WIN32]
{
"name" "Verdana" [!$OSX]
"name" "Helvetica" [$OSX]
"tall" "11"
"weight" "0"
"antialias" "1"
"additive" "1"
}
"1" [$X360]
{
"name" "Verdana"
"tall" "12"
"weight" "700"
"antialias" "1"
"additive" "1"
}
}
HudSelectionText
{
"1"
{
"name" "Verdana"
"tall" "8"
"weight" "700"
"antialias" "1"
"yres" "1 599"
}
"2"
{
"name" "Verdana"
"tall" "10"
"weight" "700"
"antialias" "1"
"yres" "600 767"
}
"3"
{
"name" "Verdana"
"tall" "12"
"weight" "900"
"antialias" "1"
"yres" "768 1023"
}
"4"
{
"name" "Verdana"
"tall" "16"
"weight" "900"
"antialias" "1"
"yres" "1024 1199"
}
"5"
{
"name" "Verdana"
"tall" "17"
"weight" "1000"
"antialias" "1"
"yres" "1200 10000"
}
}
GameUIButtons
{
"1" [$X360]
{
"bitmap" "1"
"name" "Buttons"
"scalex" "0.63"
"scaley" "0.63"
"scalex_hidef" "1.0"
"scaley_hidef" "1.0"
}
}
BudgetLabel
{
"1"
{
"name" "Courier New"
"tall" "14"
"weight" "400"
"outline" "1"
}
}
DebugOverlay
{
"1" [$WIN32]
{
"name" "Courier New"
"tall" "14"
"weight" "400"
"outline" "1"
}
"1" [$X360]
{
"name" "Tahoma"
"tall" "18"
"weight" "200"
"outline" "1"
}
}
"CloseCaption_Normal"
{
"1"
{
"name" "Tahoma" [!$OSX]
"name" "Verdana" [$OSX]
"tall" "26" [!$OSX]
"tall" "24" [$OSX]
"weight" "500"
}
}
"CloseCaption_Italic"
{
"1"
{
"name" "Tahoma" [!$OSX]
"name" "Verdana Italic" [$OSX]
"tall" "26" [!$OSX]
"tall" "24" [$OSX]
"weight" "500"
"italic" "1"
}
}
"CloseCaption_Bold"
{
"1"
{
"name" "Tahoma" [!$OSX]
"name" "Verdana Bold" [$OSX]
"tall" "26" [!$OSX]
"tall" "24" [$OSX]
"weight" "900"
}
}
"CloseCaption_BoldItalic"
{
"1"
{
"name" "Tahoma" [!$OSX]
"name" "Verdana Bold Italic" [$OSX]
"tall" "26" [!$OSX]
"tall" "24" [$OSX]
"weight" "900"
"italic" "1"
}
}
"CloseCaption_Small"
{
"1"
{
"name" "Tahoma" [!$OSX]
"name" "Verdana" [$OSX]
"tall" "16" [!$OSX]
"tall" "14" [$OSX]
"tall_hidef" "24"
"weight" "900"
"range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A
}
}
// this is the symbol font
"Marlett"
{
"1"
{
"name" "Marlett"
"tall" "14"
"weight" "0"
"symbol" "1"
}
}
"Trebuchet24"
{
"1"
{
"name" "Trebuchet MS"
"tall" "24"
"weight" "900"
"range" "0x0000 0x007F" // Basic Latin
"antialias" "1"
"additive" "1"
}
}
"Trebuchet18"
{
"1"
{
"name" "Trebuchet MS"
"tall" "18"
"weight" "900"
}
}
ClientTitleFont
{
"1"
{
"name" "HL2EP2"
"tall" "34"
"tall_hidef" "48"
"weight" "0"
"additive" "0"
"antialias" "1"
"custom" "1" [$OSX]
}
}
CreditsLogo
{
"1"
{
"name" "HalfLife2"
"tall" "128"
"weight" "0"
"antialias" "1"
"additive" "1"
"custom" "1"
}
}
CreditsText
{
"1"
{
"name" "Trebuchet MS"
"tall" "20"
"weight" "900"
"antialias" "1"
"additive" "1"
}
}
CreditsOutroLogos
{
"1"
{
"name" "HalfLife2"
"tall" "48"
"weight" "0"
"antialias" "1"
"additive" "1"
"custom" "1"
}
}
CreditsOutroText
{
"1"
{
"name" "Verdana" [!$OSX]
"name" "Courier Bold" [$OSX]
"tall" "9"
"weight" "900"
"antialias" "1"
}
}
CenterPrintText
{
// note that this scales with the screen resolution
"1"
{
"name" "Trebuchet MS" [!$OSX]
"name" "Helvetica" [$OSX]
"tall" "18"
"weight" "900"
"antialias" "1"
"additive" "1"
}
}
HDRDemoText
{
// note that this scales with the screen resolution
"1"
{
"name" "Trebuchet MS"
"tall" "24"
"weight" "900"
"antialias" "1"
"additive" "1"
}
}
"AchievementNotification"
{
"1"
{
"name" "Trebuchet MS"
"tall" "14"
"weight" "900"
"antialias" "1"
}
}
"CommentaryDefault"
{
"1"
{
"name" "Verdana"
"tall" "12"
"weight" "900"
"range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A
"yres" "480 599"
}
"2"
{
"name" "Verdana"
"tall" "13" [$WIN32]
"tall" "20" [$X360]
"weight" "900"
"range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A
"yres" "600 767"
}
"3"
{
"name" "Verdana"
"tall" "14"
"weight" "900"
"range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A
"yres" "768 1023"
"antialias" "1"
}
"4"
{
"name" "Verdana"
"tall" "20"
"weight" "900"
"range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A
"yres" "1024 1199"
"antialias" "1"
}
"5"
{
"name" "Verdana"
"tall" "24"
"weight" "900"
"range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A
"yres" "1200 6000"
"antialias" "1"
}
"6"
{
"name" "Verdana"
"tall" "12"
"range" "0x0000 0x00FF"
"weight" "900"
}
"7"
{
"name" "Arial"
"tall" "12"
"range" "0x0000 0x00FF"
"weight" "800"
}
}
}
//////////////////////// CUSTOM FONT FILES /////////////////////////////
//
// specifies all the custom (non-system) font files that need to be loaded to service the above described fonts
CustomFontFiles
{
"1" "resource/HALFLIFE2.ttf"
"2" "resource/HL2crosshairs.ttf"
"3" "resource/HL2EP2.ttf"
}
}

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View File

@@ -0,0 +1,10 @@
"chapters"
{
1 "ep2_background01"
2 "ep2_background02"
3 "ep2_background02"
4 "ep2_background02a"
5 "ep2_background02a"
6 "ep2_background03"
7 "ep2_background03"
}

View File

@@ -0,0 +1,722 @@
"Resource/HudLayout.res"
{
HudHealth [$WIN32]
{
"fieldName" "HudHealth"
"xpos" "16"
"ypos" "432"
"wide" "102"
"tall" "36"
"visible" "1"
"enabled" "1"
"PaintBackgroundType" "2"
"text_xpos" "8"
"text_ypos" "20"
"digit_xpos" "50"
"digit_ypos" "2"
}
HudHealth [$X360]
{
"fieldName" "HudHealth"
"xpos" "48"
"ypos" "416"
"wide" "115"
"tall" "36"
"visible" "1"
"enabled" "1"
"PaintBackgroundType" "2"
"text_xpos" "8"
"text_ypos" "18"
"digit_xpos" "60"
"digit_ypos" "-1"
}
HudSuit [$WIN32]
{
"fieldName" "HudSuit"
"xpos" "140"
"ypos" "432"
"wide" "108"
"tall" "36"
"visible" "1"
"enabled" "1"
"PaintBackgroundType" "2"
"text_xpos" "8"
"text_ypos" "20"
"digit_xpos" "50"
"digit_ypos" "2"
}
HudSuit [$X360]
{
"fieldName" "HudSuit"
"xpos" "176"
"ypos" "416"
"wide" "117"
"tall" "36"
"visible" "1"
"enabled" "1"
"PaintBackgroundType" "2"
"text_xpos" "8"
"text_ypos" "18"
"digit_xpos" "50"
"digit_ypos" "-1"
}
HudAmmo [$WIN32]
{
"fieldName" "HudAmmo"
"xpos" "r150"
"ypos" "432"
"wide" "136"
"tall" "36"
"visible" "1"
"enabled" "1"
"PaintBackgroundType" "2"
"text_xpos" "8"
"text_ypos" "20"
"digit_xpos" "44"
"digit_ypos" "2"
"digit2_xpos" "98"
"digit2_ypos" "16"
}
HudAmmo [$X360]
{
"fieldName" "HudAmmo"
"xpos" "r208"
"ypos" "416"
"wide" "160"
"tall" "36"
"visible" "1"
"enabled" "1"
"PaintBackgroundType" "2"
"text_xpos" "8"
"text_ypos" "18"
"digit_xpos" "60"
"digit_ypos" "-1"
"digit2_xpos" "120"
"digit2_ypos" "14"
}
HudAmmoSecondary [$WIN32]
{
"fieldName" "HudAmmoSecondary"
"xpos" "r76"
"ypos" "432"
"wide" "60"
"tall" "36"
"visible" "1"
"enabled" "1"
"PaintBackgroundType" "2"
"text_xpos" "8"
"text_ypos" "22"
"digit_xpos" "36"
"digit_ypos" "2"
}
HudAmmoSecondary [$X360]
{
"fieldName" "HudAmmoSecondary"
"xpos" "r113"
"ypos" "416"
"wide" "65"
"tall" "36"
"visible" "1"
"enabled" "1"
"PaintBackgroundType" "2"
"text_xpos" "8"
"text_ypos" "22"
"digit_xpos" "36"
"digit_ypos" "-1"
}
HudPosture [$WIN32]
{
"fieldName" "HudPosture"
"visible" "1"
"PaintBackgroundType" "2"
"xpos" "16"
"ypos" "316"
"tall" "36"
"wide" "36"
"font" "WeaponIconsSmall"
"icon_xpos" "10"
"icon_ypos" "0"
}
HudPosture [$X360]
{
"fieldName" "HudPosture"
"visible" "1"
"PaintBackgroundType" "2"
"xpos" "48"
"ypos" "316"
"tall" "36"
"wide" "36"
"font" "WeaponIconsSmall"
"icon_xpos" "10"
"icon_ypos" "2"
}
HudSuitPower [$WIN32]
{
"fieldName" "HudSuitPower"
"visible" "1"
"enabled" "1"
"xpos" "16"
"ypos" "396"
"wide" "102"
"tall" "26"
"AuxPowerLowColor" "255 0 0 220"
"AuxPowerHighColor" "255 220 0 220"
"AuxPowerDisabledAlpha" "70"
"BarInsetX" "8"
"BarInsetY" "15"
"BarWidth" "92"
"BarHeight" "4"
"BarChunkWidth" "6"
"BarChunkGap" "3"
"text_xpos" "8"
"text_ypos" "4"
"text2_xpos" "8"
"text2_ypos" "22"
"text2_gap" "10"
"PaintBackgroundType" "2"
}
HudSuitPower [$X360]
{
"fieldName" "HudSuitPower"
"visible" "1"
"enabled" "1"
"xpos" "48"
"ypos" "370"
"wide" "102"
"tall" "26"
"AuxPowerLowColor" "255 100 0 220"
"AuxPowerHighColor" "255 220 0 220"
"AuxPowerDisabledAlpha" "70"
"BarInsetX" "8"
"BarInsetY" "19"
"BarWidth" "92"
"BarHeight" "5"
"BarChunkWidth" "6"
"BarChunkGap" "3"
"text_xpos" "8"
"text_ypos" "4"
"text2_xpos" "8"
"text2_ypos" "25"
"text2_gap" "12"
"PaintBackgroundType" "2"
}
HudFlashlight
{
"fieldName" "HudFlashlight"
"visible" "1"
"PaintBackgroundType" "2"
"xpos" "270" [$WIN32]
"ypos" "444" [$WIN32]
"xpos_hidef" "306" [$X360] // aligned to left
"xpos_lodef" "c-18" [$X360] // centered in screen
"ypos" "428" [$X360]
"tall" "24"
"wide" "36"
"font" "WeaponIconsSmall"
"icon_xpos" "4"
"icon_ypos" "-8"
"BarInsetX" "4"
"BarInsetY" "18"
"BarWidth" "28"
"BarHeight" "2"
"BarChunkWidth" "2"
"BarChunkGap" "1"
}
HudLocator
{
"fieldName" "HudLocator"
"visible" "1"
"PaintBackgroundType" "2"
"xpos" "c8" [$WIN32]
"ypos" "r36" [$WIN32]
"xpos" "c-32" [$X360]
"ypos_hidef" "r52" [$X360]
"ypos_lodef" "r95" [$X360] // 52 is aligned to bottom of HudSuit
"wide" "64"
"tall" "24"
}
HudDamageIndicator
{
"fieldName" "HudDamageIndicator"
"visible" "1"
"enabled" "1"
"DmgColorLeft" "255 0 0 0"
"DmgColorRight" "255 0 0 0"
"dmg_xpos" "30"
"dmg_ypos" "100"
"dmg_wide" "36"
"dmg_tall1" "240"
"dmg_tall2" "200"
}
HudZoom
{
"fieldName" "HudZoom"
"visible" "1"
"enabled" "1"
"Circle1Radius" "66"
"Circle2Radius" "74"
"DashGap" "16"
"DashHeight" "4" [$WIN32]
"DashHeight" "6" [$X360]
"BorderThickness" "88"
}
HudWeaponSelection
{
"fieldName" "HudWeaponSelection"
"ypos" "16" [$WIN32]
"ypos" "32" [$X360]
"visible" "1"
"enabled" "1"
"SmallBoxSize" "32"
"MediumBoxWide" "95"
"MediumBoxWide_hidef" "78"
"MediumBoxTall" "50"
"MediumBoxTall_hidef" "50"
"MediumBoxWide_lodef" "74"
"MediumBoxTall_lodef" "50"
"LargeBoxWide" "112"
"LargeBoxTall" "80"
"BoxGap" "8"
"SelectionNumberXPos" "4"
"SelectionNumberYPos" "4"
"SelectionGrowTime" "0.4"
"TextYPos" "64"
}
HudCrosshair
{
"fieldName" "HudCrosshair"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudDeathNotice
{
"fieldName" "HudDeathNotice"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudVehicle
{
"fieldName" "HudVehicle"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
ScorePanel
{
"fieldName" "ScorePanel"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudTrain
{
"fieldName" "HudTrain"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudMOTD
{
"fieldName" "HudMOTD"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudMessage
{
"fieldName" "HudMessage"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudMenu
{
"fieldName" "HudMenu"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudCloseCaption
{
"fieldName" "HudCloseCaption"
"visible" "0"
"enabled" "1"
"xpos" "c-250"
"ypos" "276" [$WIN32]
"ypos_hidef" "236" [$X360]
"ypos_lodef" "206" [$X360] //236
"wide" "500"
"tall" "136" [$WIN32]
"tall" "176" [$X360]
"BgAlpha" "128"
"GrowTime" "0.25"
"ItemHiddenTime" "0.2" // Nearly same as grow time so that the item doesn't start to show until growth is finished
"ItemFadeInTime" "0.15" // Once ItemHiddenTime is finished, takes this much longer to fade in
"ItemFadeOutTime" "0.3"
"topoffset" "0" [$WIN32]
"topoffset" "40" [$X360]
}
HudChat
{
"fieldName" "HudChat"
"visible" "0"
"enabled" "1"
"xpos" "0"
"ypos" "0"
"wide" "4"
"tall" "4"
}
HudHistoryResource [$WIN32]
{
"fieldName" "HudHistoryResource"
"visible" "1"
"enabled" "1"
"xpos" "r252"
"ypos" "40"
"wide" "248"
"tall" "320"
"history_gap" "56" [!$OS]
"history_gap" "64" [$OSX]
"icon_inset" "38"
"text_inset" "36"
"NumberFont" "HudNumbersSmall"
}
HudHistoryResource [$X360]
{
"fieldName" "HudHistoryResource"
"visible" "1"
"enabled" "1"
"xpos" "r300"
"ypos" "40"
"wide" "248"
"tall" "240"
"history_gap" "56"
"icon_inset" "38"
"text_inset" "36"
"NumberFont" "HudNumbersSmall"
}
HudGeiger
{
"fieldName" "HudGeiger"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HUDQuickInfo
{
"fieldName" "HUDQuickInfo"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudWeapon
{
"fieldName" "HudWeapon"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudAnimationInfo
{
"fieldName" "HudAnimationInfo"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudPredictionDump
{
"fieldName" "HudPredictionDump"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudHintDisplay
{
"fieldName" "HudHintDisplay"
"visible" "0"
"enabled" "1"
"Alpha" "0" // Remove this to enable hint hud element
"xpos" "r120" [$WIN32]
"ypos" "r340" [$WIN32]
"xpos" "r148" [$X360]
"ypos" "r338" [$X360]
"wide" "100"
"tall" "200"
"text_xpos" "8"
"text_ypos" "8"
"text_xgap" "8"
"text_ygap" "8"
"TextColor" "255 170 0 220"
"PaintBackgroundType" "2"
}
HudHintKeyDisplay
{
"fieldName" "HudHintKeyDisplay"
"visible" "0"
"enabled" "1"
"xpos" "r120" [$WIN32]
"ypos" "r340" [$WIN32]
"xpos" "r148" [$X360]
"ypos" "r338" [$X360]
"wide" "100"
"tall" "200"
"text_xpos" "8"
"text_ypos" "8"
"text_xgap" "8"
"text_ygap" "8"
"TextColor" "255 170 0 220"
"PaintBackgroundType" "2"
}
HudSquadStatus [$WIN32]
{
"fieldName" "HudSquadStatus"
"visible" "1"
"enabled" "1"
"xpos" "r120"
"ypos" "380"
"wide" "104"
"tall" "46"
"text_xpos" "8"
"text_ypos" "34"
"SquadIconColor" "255 220 0 160"
"IconInsetX" "8"
"IconInsetY" "0"
"IconGap" "24"
"PaintBackgroundType" "2"
}
HudSquadStatus [$X360]
{
"fieldName" "HudSquadStatus"
"visible" "1"
"enabled" "1"
"xpos" "r182"
"ypos" "348"
"wide" "134"
"tall" "62"
"text_xpos" "8"
"text_ypos" "44"
"SquadIconColor" "255 220 0 160"
"IconInsetX" "8"
"IconInsetY" "-4"
"IconGap" "24"
"IconFont" "SquadIcon"
"PaintBackgroundType" "2"
}
HudPoisonDamageIndicator [$WIN32]
{
"fieldName" "HudPoisonDamageIndicator"
"visible" "0"
"enabled" "1"
"xpos" "16"
"ypos" "346"
"wide" "136"
"tall" "38"
"text_xpos" "8"
"text_ypos" "8"
"text_ygap" "14"
"TextColor" "255 170 0 220"
"PaintBackgroundType" "2"
}
HudPoisonDamageIndicator [$X360]
{
"fieldName" "HudPoisonDamageIndicator"
"visible" "0"
"enabled" "1"
"xpos" "48"
"ypos" "264"
"wide" "192"
"tall" "46"
"text_xpos" "8"
"text_ypos" "6"
"text_ygap" "16"
"TextColor" "255 170 0 220"
"PaintBackgroundType" "2"
}
HudCredits
{
"fieldName" "HudCredits"
"TextFont" "Default"
"visible" "1"
"xpos" "0"
"ypos" "0"
"wide" "640"
"tall" "480"
"TextColor" "255 255 255 192"
}
HUDAutoAim
{
"fieldName" "HUDAutoAim"
"visible" "1"
"enabled" "1"
"wide" "640" [$WIN32]
"tall" "480" [$WIN32]
"wide" "960" [$X360]
"tall" "720" [$X360]
}
HudCommentary
{
"fieldName" "HudCommentary"
"xpos" "c-190"
"ypos" "350"
"wide" "380"
"tall" "40"
"visible" "1"
"enabled" "1"
"PaintBackgroundType" "2"
"bar_xpos" "50"
"bar_ypos" "20"
"bar_height" "8"
"bar_width" "320"
"speaker_xpos" "50"
"speaker_ypos" "8"
"count_xpos_from_right" "10" // Counts from the right side
"count_ypos" "8"
"icon_texture" "vgui/hud/icon_commentary"
"icon_xpos" "0"
"icon_ypos" "0"
"icon_width" "40"
"icon_height" "40"
}
HudHDRDemo
{
"fieldName" "HudHDRDemo"
"xpos" "0"
"ypos" "0"
"wide" "640"
"tall" "480"
"visible" "1"
"enabled" "1"
"Alpha" "255"
"PaintBackgroundType" "2"
"BorderColor" "0 0 0 255"
"BorderLeft" "16"
"BorderRight" "16"
"BorderTop" "16"
"BorderBottom" "64"
"BorderCenter" "0"
"TextColor" "255 255 255 255"
"LeftTitleY" "422"
"RightTitleY" "422"
}
"HudChatHistory"
{
"ControlName" "RichText"
"fieldName" "HudChatHistory"
"xpos" "10"
"ypos" "290"
"wide" "300"
"tall" "75"
"wrap" "1"
"autoResize" "1"
"pinCorner" "1"
"visible" "0"
"enabled" "1"
"labelText" ""
"textAlignment" "south-west"
"font" "Default"
"maxchars" "-1"
}
AchievementNotificationPanel
{
"fieldName" "AchievementNotificationPanel"
"visible" "1"
"enabled" "1"
"xpos" "0"
"ypos" "180"
"wide" "f10" [$WIN32]
"wide" "f60" [$X360]
"tall" "100"
}
}

View File

@@ -0,0 +1,845 @@
// "act busy name" This is the name that a mapmaker must specify in the hint node.
// {
// "busy_anim" "Activity Name".
// "entry_anim" "Activity Name"
// "exit_anim" "Activity Name"
// "busy_sequence" "Sequence Name". If specified, this is used over the activity name. Specify it in the hint node.
// "entry_sequence" "Sequence Name". If specified, this is used over the entry anim.
// "exit_sequence" "Sequence Name". If specified, this is used over the exit anim.
// "min_time" "Minimum time to spend in this busy anim"
// "max_time" "Maximum time to spend in this busy anim" 0 = only stop when interrupted by external event
// "interrupts" One of:
// "BA_INT_NONE" break out only when time runs out. No external influence will break me out.
// "BA_INT_DANGER" break out of this anim only if threatened
// "BA_INT_PLAYER" break out of this anim if I can see the player, or I'm threatened
// "BA_INT_AMBUSH" someone please define this - I have no idea what it does
// "BA_INT_COMBAT" break out of this anim if combat occurs in my line of sight (bullet hits, grenades, etc), -OR- the max time is reached
//
// "use_automovement" Set to 1, the NPC navigation system will be used as the actor animates, preventing them moving into solids. Should be used in
// all cases except those where the actor will be interpenetrating another object (such as sitting on a chair).
// }
//
//
"ActBusy.txt"
{
"binoculars_idle"
{
"busy_sequence" "binoculars_idle"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_PLAYER"
}
"d2_coast03_PreBattle_Scan_Skies"
{
"busy_sequence" "d2_coast03_PreBattle_Scan_Skies"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d2_coast03_PreBattle_Scan_Skies02"
{
"busy_sequence" "d2_coast03_PreBattle_Scan_Skies02"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d2_coast03_PreBattle_Scan_Skies03"
{
"busy_sequence" "d2_coast03_PreBattle_Scan_Skies03"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d2_coast03_PreBattle_Kneel_Idle"
{
"busy_sequence" "d2_coast03_PreBattle_Kneel_Idle"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d2_coast03_PreBattle_Stand_Look"
{
"busy_sequence" "d2_coast03_PreBattle_Stand_Look"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"idle_alert_01"
{
"busy_sequence" "idle_alert_01"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"idle_alert_02"
{
"busy_sequence" "idle_alert_02"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"idle_relaxed_01"
{
"busy_sequence" "idle_relaxed_01"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"idle_relaxed_02"
{
"busy_sequence" "idle_relaxed_02"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_town05_Leon_Lean_Table_Idle"
{
"busy_sequence" "d1_town05_Leon_Lean_Table_Idle"
"entry_sequence" "d1_town05_Leon_Lean_Table_Entry"
"exit_sequence" "d1_town05_Leon_Lean_Table_Exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t03_Sit_couch"
{
"busy_sequence" "d1_t03_Sit_couch"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t03_sit_couch_consoling"
{
"busy_sequence" "d1_t03_sit_couch_consoling"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"fear_reaction_Idle"
{
"busy_sequence" "fear_reaction_Idle"
"entry_sequence" "fear_reaction"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"cower_Idle"
{
"busy_sequence" "cower_Idle"
"entry_sequence" "cower"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t03_Sit_Bed"
{
"busy_sequence" "d1_t03_Sit_Bed"
"entry_sequence" "d1_t03_Sit_Bed_Entry"
"exit_sequence" "d1_t03_Sit_Bed_Exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"LineIdle01"
{
"busy_sequence" "LineIdle01"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t01_BreakRoom_WatchBreen"
{
"busy_sequence" "d1_t01_BreakRoom_WatchBreen"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t02_Plaza_Sit01_Idle"
{
"busy_sequence" "d1_t02_Plaza_Sit01_Idle"
"entry_sequence" "Idle_to_d1_t01_BreakRoom_Sit01"
"exit_sequence" "d1_t01_BreakRoom_Sit01_to_Idle"
"min_time" "20.0"
"max_time" "30.0"
"interrupts" "BA_INT_DANGER"
}
"d1_t02_Plaza_Sit02"
{
"busy_sequence" "d1_t02_Plaza_Sit02"
"entry_sequence" "d1_t01_BreakRoom_Sit02_Entry"
"exit_sequence" "d1_t01_BreakRoom_Sit02_Exit"
"min_time" "20.0"
"max_time" "30.0"
"interrupts" "BA_INT_DANGER"
}
"d1_t02_Playground_Cit2_Pockets"
{
"busy_sequence" "d1_t02_Playground_Cit2_Pockets"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t02_Playground_Cit1_Arms_Crossed"
{
"busy_sequence" "d1_t02_Playground_Cit1_Arms_Crossed"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t03_LookOutDoor"
{
"busy_sequence" "d1_t03_LookOutDoor"
"entry_sequence" "d1_t03_LookOutDoor_Entry"
"exit_sequence" "d1_t03_LookOutDoor_Exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t03_LookOutWindow"
{
"busy_sequence" "d1_t03_LookOutWindow"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t03_Tenements_Look_Out_Window_Idle"
{
"busy_sequence" "d1_t03_Tenements_Look_Out_Window_Idle"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t03_PreRaid_Peek_Idle"
{
"busy_sequence" "d1_t03_PreRaid_Peek_Idle"
"exit_sequence" "d1_t03_Preraid_Peek_Exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t01_Clutch_Chainlink_Idle"
{
"busy_sequence" "d1_t01_Clutch_Chainlink_Idle"
"entry_sequence" "d1_t01_Clutch_Chainlink_Entry"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t01_BreakRoom_Sit01_Idle"
{
"busy_sequence" "d1_t01_BreakRoom_Sit01_Idle"
"entry_sequence" "Idle_to_d1_t01_BreakRoom_Sit01"
"exit_sequence" "d1_t01_BreakRoom_Sit01_to_Idle"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t01_BreakRoom_Sit02"
{
"busy_sequence" "d1_t01_BreakRoom_Sit02"
"entry_sequence" "d1_t01_BreakRoom_Sit02_Entry"
"exit_sequence" "d1_t01_BreakRoom_Sit02_Exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t01_BreakRoom_WatchClock_Sit"
{
"busy_sequence" "d1_t01_BreakRoom_WatchClock_Sit"
"entry_sequence" "d1_t01_BreakRoom_WatchClock_Sit_Entry"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"d1_t01_BreakRoom_WatchClock_Sit_MX"
{
"busy_sequence" "d1_t01_BreakRoom_WatchClock_Sit_MX"
"entry_sequence" "d1_t01_BreakRoom_WatchClock_Sit_Entry_MX"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"ACT_BUSY_LEAN_LEFT"
{
"busy_anim" "ACT_BUSY_LEAN_LEFT"
"entry_anim" "ACT_BUSY_LEAN_LEFT_ENTRY"
"exit_anim" "ACT_BUSY_LEAN_LEFT_EXIT"
"min_time" "10.0"
"max_time" "20.0"
"interrupts" "BA_INT_PLAYER"
}
"Lean_Left"
{
"busy_sequence" "Lean_Left"
"entry_anim" "ACT_BUSY_LEAN_LEFT_ENTRY"
"exit_sequence" "photo_react_startle"
"min_time" "0"
"max_time" "0"
"interrupts" "BA_INT_NONE"
}
"ACT_BUSY_LEAN_BACK"
{
"busy_anim" "ACT_BUSY_LEAN_BACK"
"entry_anim" "ACT_BUSY_LEAN_BACK_ENTRY"
"exit_anim" "ACT_BUSY_LEAN_BACK_EXIT"
"min_time" "10.0"
"max_time" "20.0"
"interrupts" "BA_INT_PLAYER"
}
"lean_back"
{
"busy_sequence" "lean_back"
"entry_anim" "ACT_BUSY_LEAN_BACK_ENTRY"
"exit_anim" "ACT_BUSY_LEAN_BACK_EXIT"
"min_time" "0"
"max_time" "0"
"interrupts" "BA_INT_NONE"
}
"ACT_BUSY_SIT_GROUND"
{
"busy_anim" "ACT_BUSY_SIT_GROUND"
"entry_anim" "ACT_BUSY_SIT_GROUND_ENTRY"
"exit_anim" "ACT_BUSY_SIT_GROUND_EXIT"
"min_time" "20.0"
"max_time" "30.0"
"interrupts" "BA_INT_DANGER"
}
"ACT_BUSY_SIT_CHAIR"
{
"busy_anim" "ACT_BUSY_SIT_CHAIR"
"entry_anim" "ACT_BUSY_SIT_CHAIR_ENTRY"
"exit_anim" "ACT_BUSY_SIT_CHAIR_EXIT"
"min_time" "30.0"
"max_time" "40.0"
"interrupts" "BA_INT_DANGER"
}
"ACT_BUSY_STAND"
{
"busy_anim" "ACT_BUSY_STAND"
"min_time" "10.0"
"max_time" "20.0"
"interrupts" "BA_INT_DANGER"
}
"ACT_BUSY_QUEUE"
{
"busy_anim" "ACT_BUSY_QUEUE"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"food_queue_front"
{
"busy_sequence" "lineIdle01"
"exit_sequence" "takepackage"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"sitcouchfeet1"
{ "busy_sequence" "sitcouchfeet1"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"sitcouchknees1"
{ "busy_sequence" "sitcouchknees1"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"sitchairtable1"
{ "busy_sequence" "sitchairtable1"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"sitcouch1"
{ "busy_sequence" "sitcouch1"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"sitccouchtv1"
{ "busy_sequence" "sitccouchtv1"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"laycouch1"
{ "busy_sequence" "laycouch1"
"exit_sequence" "laycouch1_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"laycouch1"
{
"busy_sequence" "laycouch1"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"Sit_Chair02"
{
"busy_sequence" "Sit_Chair02"
"entry_sequence" "Idle_to_Sit_Chair02"
"exit_sequence" "Sit_Chair02_to_Idle"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"Sit_Chair03"
{
"busy_sequence" "Sit_Chair03"
"entry_sequence" "Idle_to_Sit_Chair03"
"exit_sequence" "Sit_Chair03_to_Idle"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"drinker_sit_idle"
{
"busy_sequence" "drinker_sit_idle"
"entry_sequence" "drinker_sit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"drinker_sit_idle_ss"
{
"busy_sequence" "drinker_sit_idle_ss"
"entry_sequence" "drinker_sit_ss"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"railing_idle"
{
"busy_sequence" "railing_idle"
//"entry_sequence" "railing_enter"
"exit_sequence" "railing_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"D1_C01a_Mary_kneel"
{
"busy_sequence" "canals_mary_postidle"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"D1_C03_Matt_sitground"
{
"busy_anim" "ACT_BUSY_SIT_GROUND"
"entry_anim" "ACT_BUSY_SIT_GROUND_ENTRY"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"Cover_R"
{
"busy_sequence" "Cover_R"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"Cover_L"
{
"busy_sequence" "Cover_L"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"Coverlow_R"
{
"busy_sequence" "Coverlow_R"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"Coverlow_L"
{
"busy_sequence" "Coverlow_L"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
//*****************************************************************************
//************ Soldier actbusy section *************************************
//*****************************************************************************
"Cover_crouch"
{
"busy_sequence" "crouchidle_AB"
"exit_sequence" "crouch_to_combat_stand"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"Cover_crouch_B"
{
"busy_sequence" "crouchidle_AB"
"exit_sequence" "crouchidle_ABexit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"Signal_group"
{
"busy_sequence" "signal_group"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"Idle_Alert"
{
"busy_sequence" "CombatIdle1"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"Signal_Advance"
{
"busy_sequence" "CombatIdle1"
"exit_sequence" "signal_advance"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"LeanWall_Right"
{
"busy_sequence" "leanwall_right_idle"
"exit_sequence" "leanwall_right_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"LeanWall_Corner_Right"
{
"busy_sequence" "leanwall_Corner_right_idle"
"exit_sequence" "leanwall_Corner_right_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"LeanWall_Left"
{
"busy_sequence" "leanwall_left_idle"
"exit_sequence" "leanwall_left_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"LeanWall_Left_B"
{
"busy_sequence" "leanwall_left_b_idle"
"exit_sequence" "leanwall_left_b_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"LeanWall_CrouchLeft_A"
{
"busy_sequence" "leanwall_CrouchLeft_A_idle"
"exit_sequence" "leanwall_CrouchLeft_A_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"LeanWall_CrouchLeft_B"
{
"busy_sequence" "leanwall_CrouchLeft_B_idle"
"exit_sequence" "leanwall_CrouchLeft_B_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"LeanWall_CrouchLeft_C"
{
"busy_sequence" "leanwall_CrouchLeft_C_idle"
"exit_sequence" "leanwall_CrouchLeft_C_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"LeanWall_CrouchLeft_D"
{
"busy_sequence" "leanwall_CrouchLeft_D_idle"
"exit_sequence" "leanwall_CrouchLeft_D_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"core_control_console_type"
{
"busy_sequence" "console_type_loop"
"entry_sequence" "console_type_entry"
"exit_sequence" "console_type_exit"
"min_time" "0.0"
"max_time" "120.0"
"interrupts" "BA_INT_NONE"
}
//*****************************************************************************
//************ Metrocop actbusy section ************************************
//*****************************************************************************
"Crouch_idle_pistol_A"
{
"busy_sequence" "Crouch_idle_pistol"
"exit_sequence" "Crouch_to_shootpistol"
"min_time" "1.0"
"max_time" "0.0"
"interrupts" "BA_INT_COMBAT"
}
"Crouch_idle_smg1_A"
{
"busy_sequence" "Crouch_idle_smg1"
"exit_sequence" "Crouch_to_shootsmg1"
"min_time" "1.0"
"max_time" "0.0"
"interrupts" "BA_INT_COMBAT"
}
"Idle_harrassidle_A"
{
"busy_sequence" "harrassidle"
"min_time" "1.0"
"max_time" "0.0"
"interrupts" "BA_INT_COMBAT"
}
//*****************************************************************************
//************ Zombie actbusy section *nuugggh* *****************************
//*****************************************************************************
"Zombie_Slump_A"
{
"busy_sequence" "slump_a"
"exit_sequence" "slumprise_a"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_ZOMBIESLUMP"
"use_automovement" "1"
}
"Zombie_Slump_A2"
{
"busy_sequence" "slump_a"
"exit_sequence" "slumprise_a2"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_ZOMBIESLUMP"
"use_automovement" "1"
}
"Zombie_Slump_B"
{
"busy_sequence" "slump_b"
"exit_sequence" "slumprise_b"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_ZOMBIESLUMP"
"use_automovement" "1"
}
"Fastzombie_Slump_a"
{
"busy_sequence" "slump_a"
"exit_sequence" "slumprise_a"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_ZOMBIESLUMP"
"use_automovement" "1"
}
"Fastzombie_Slump_b"
{
"busy_sequence" "slump_b"
"exit_sequence" "slumprise_b"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_ZOMBIESLUMP"
"use_automovement" "1"
}
"Zombie_Slump_Unbreakable"
{
"busy_sequence" "slump_b"
"exit_sequence" "slumprise_b"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
"use_automovement" "1"
}
//*****************************************************************************
//************ Alyx *****************************
//*****************************************************************************
"Alyx_fusebox_hack"
{
"busy_sequence" "alyx_actBusyPowerbox"
"entry_sequence" "alyx_startPowerBox"
"exit_sequence" "alyx_exitPowerBox"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_DANGER"
"use_automovement" "1"
}
"Alyx_CrouchHide_01"
{
"busy_sequence" "CrouchHide_01"
"entry_sequence" "CrouchHide_01_enter"
"exit_sequence" "CrouchHide_01_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"Alyx_HideWall_AB"
{
"busy_sequence" "alyx_LeanWall"
"entry_sequence" "alyx_HideWall"
//"exit_sequence" "alyx_hackPowerBox"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"Alyx_Injured_WallLean"
{
"busy_sequence" "injured_rest1_idle"
"entry_sequence" "injured_rest1_in"
"exit_sequence" "injured_rest1_out"
"interrupts" "BA_INT_DANGER"
}
"Alyx_Blindfire_Left"
{
"busy_sequence" "blindfire_left_action"
"entry_sequence" "blindfire_left_entry"
"exit_sequence" "blindfire_left_exit"
"min_time" "12.0"
"max_time" "12.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_Blindfire_Left_High"
{
"busy_sequence" "blindfire_left_high_action"
"entry_sequence" "blindfire_left_entry"
"exit_sequence" "blindfire_left_exit"
"min_time" "12.0"
"max_time" "12.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_Blindfire_Left_Low"
{
"busy_sequence" "blindfire_left_low_action"
"entry_sequence" "blindfire_left_entry"
"exit_sequence" "blindfire_left_exit"
"min_time" "12.0"
"max_time" "12.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_Blindfire_Low"
{
"busy_sequence" "blindfire_low_action"
"entry_sequence" "blindfire_low_entry"
"exit_sequence" "blindfire_low_exit"
"min_time" "10.0"
"max_time" "10.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_Blindfire_Low_High"
{
"busy_sequence" "blindfire_low_high_action"
"entry_sequence" "blindfire_low_entry"
"exit_sequence" "blindfire_low_exit"
"min_time" "10.0"
"max_time" "10.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_WallCover_Right"
{
"busy_sequence" "cover_right_action"
"entry_sequence" "cover_right_entry"
"exit_sequence" "cover_right_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_WallCover_Low"
{
"busy_sequence" "CrouchHide_01"
"entry_sequence" "CrouchHide_01_enter"
"exit_sequence" "CrouchHide_01_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_WallCover_Low_Timed"
{
"busy_sequence" "CrouchHide_01"
"entry_sequence" "CrouchHide_01_enter"
"exit_sequence" "CrouchHide_01_exit"
"min_time" "0.0"
"max_time" "6.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_Guard_Low"
{
"busy_sequence" "crouch_aim_pistol"
"entry_sequence" "stand_to_crouchshoot"
"exit_sequence" "crouchshoot_to_stand"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_Guard_Low_Timed"
{
"busy_sequence" "crouch_aim_pistol"
"entry_sequence" "stand_to_crouchshoot"
"exit_sequence" "crouchshoot_to_stand"
"min_time" "6.0"
"max_time" "10.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
"Alyx_Guard"
{
"busy_sequence" "pistol_idle_aim"
"entry_sequence" "pistol_idle_aim"
"exit_sequence" "pistol_idle_aim"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_SIEGE_DEFENSE"
}
}

View File

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//Adrian: This file contains the credits info for both the Intro and outro.
"credits.txt"
{
//========================================================
//These are the names used in the intro (trainride)
//========================================================
"IntroCreditsNames"
{
"V" "WeaponIcons"
" " "CreditsText"
" " "CreditsText"
}
"CreditsParams"
{
"logo" "HALF-LIFE'"
"logo2" "== episode two=="
"fadeintime" "2.5"
"fadeouttime" "1"
"fadeholdtime" "1.0"
"nextfadetime" "1.0"
"pausebetweenwaves" "1.0"
"logotime" "1.0"
"posx" "96"
"posy" "360"
"color" "255 255 255 128"
// Outro Parameters
"scrolltime" "80"
"separation" "10"
}
//========================================================
//These are the names used in the outro (outland_12a)
//========================================================
"OutroCreditsNames"
{
"HALF-LIFE'" "ClientTitleFont"
"== episode two==" "ClientTitleFont"
" " "CreditsOutroText"
"V" "CreditsOutroLogos"
" " "CreditsOutroText"
"Gautam Babbar" "CreditsOutroText"
"Ted Backman" "CreditsOutroText"
"Kelly Bailey" "CreditsOutroText"
"Jeff Ballinger" "CreditsOutroText"
"Aaron Barber" "CreditsOutroText"
"Jeep Barnett" "CreditsOutroText"
"Jeremy Bennett" "CreditsOutroText"
"Dan Berger" "CreditsOutroText"
"Yahn Bernier" "CreditsOutroText"
"Ken Birdwell" "CreditsOutroText"
"Derrick Birum" "CreditsOutroText"
"Mike Blaszczak" "CreditsOutroText"
"Iestyn Bleasdale-Shepherd" "CreditsOutroText"
"Chris Bokitch" "CreditsOutroText"
"Steve Bond" "CreditsOutroText"
"Matt Boone" "CreditsOutroText"
"Antoine Bourdon" "CreditsOutroText"
"Jamaal Bradley" "CreditsOutroText"
"Jason Brashill" "CreditsOutroText"
"Charlie Brown" "CreditsOutroText"
"Charlie Burgin" "CreditsOutroText"
"Andrew Burke" "CreditsOutroText"
"Augusta Butlin" "CreditsOutroText"
"Julie Caldwell" "CreditsOutroText"
"Dario Casali" "CreditsOutroText"
"Chris Chin" "CreditsOutroText"
"Jess Cliffe" "CreditsOutroText"
"Phil Co" "CreditsOutroText"
"John Cook" "CreditsOutroText"
"Christen Coomer" "CreditsOutroText"
"Greg Coomer" "CreditsOutroText"
"Scott Dalton" "CreditsOutroText"
"Kerry Davis" "CreditsOutroText"
"Jason Deakins" "CreditsOutroText"
"Joe Demers" "CreditsOutroText"
"Steve Desilets" "CreditsOutroText"
"Ariel Diaz" "CreditsOutroText"
"Quintin Doroquez" "CreditsOutroText"
"Jim Dose" "CreditsOutroText"
"Chris Douglass" "CreditsOutroText"
"Laura Dubuk" "CreditsOutroText"
"Mike Dunkle" "CreditsOutroText"
"Mike Durand" "CreditsOutroText"
"Mike Dussault" "CreditsOutroText"
"Dhabih Eng" "CreditsOutroText"
"Katie Engel" "CreditsOutroText"
"Chet Faliszek" "CreditsOutroText"
"Adrian Finol" "CreditsOutroText"
"Bill Fletcher" "CreditsOutroText"
"Moby Francke" "CreditsOutroText"
"Stephane Gaudette" "CreditsOutroText"
"Kathy Gehrig" "CreditsOutroText"
"Vitaliy Genkin" "CreditsOutroText"
"Paul Graham" "CreditsOutroText"
"Chris Green" "CreditsOutroText"
"Chris Grinstead" "CreditsOutroText"
"John Guthrie" "CreditsOutroText"
"Aaron Halifax" "CreditsOutroText"
"Reagan Halifax" "CreditsOutroText"
"Leslie Hall" "CreditsOutroText"
"Jeff Hameluck" "CreditsOutroText"
"Joe Han" "CreditsOutroText"
"Don Holden" "CreditsOutroText"
"Jason Holtman" "CreditsOutroText"
"Gray Horsfield" "CreditsOutroText"
"Keith Huggins" "CreditsOutroText"
"Jim Hughes" "CreditsOutroText"
"Jon Huisingh" "CreditsOutroText"
"Brian Jacobson" "CreditsOutroText"
"Lars Jensvold" "CreditsOutroText"
"Erik Johnson" "CreditsOutroText"
"Jakob Jungels" "CreditsOutroText"
"Rich Kaethler" "CreditsOutroText"
"Steve Kalning" "CreditsOutroText"
"Aaron Kearly" "CreditsOutroText"
"Iikka Keranen" "CreditsOutroText"
"David Kircher" "CreditsOutroText"
"Eric Kirchmer" "CreditsOutroText"
"Alden Kroll" "CreditsOutroText"
"Marc Laidlaw" "CreditsOutroText"
"Jeff Lane" "CreditsOutroText"
"Tim Larkin" "CreditsOutroText"
"Dan LeFree" "CreditsOutroText"
"Isabelle LeMay" "CreditsOutroText"
"Tom Leonard" "CreditsOutroText"
"Jeff Lind" "CreditsOutroText"
"Doug Lombardi" "CreditsOutroText"
"Bianca Loomis" "CreditsOutroText"
"Richard Lord" "CreditsOutroText"
"Realm Lovejoy" "CreditsOutroText"
"Randy Lundeen" "CreditsOutroText"
"Scott Lynch" "CreditsOutroText"
"Ido Magal" "CreditsOutroText"
"Nick Maggiore" "CreditsOutroText"
"John McCaskey" "CreditsOutroText"
"Patrick McClard" "CreditsOutroText"
"Steve McClure" "CreditsOutroText"
"Hamish McKenzie" "CreditsOutroText"
"Gary McTaggart" "CreditsOutroText"
"Jason Mitchell" "CreditsOutroText"
"Mike Morasky" "CreditsOutroText"
"John Morello II" "CreditsOutroText"
"Bryn Moslow" "CreditsOutroText"
"Arsenio Navarro" "CreditsOutroText"
"Gabe Newell" "CreditsOutroText"
"Milton Ngan" "CreditsOutroText"
"Jake Nicholson" "CreditsOutroText"
"Martin Otten" "CreditsOutroText"
"Nick Papineau" "CreditsOutroText"
"Karen Prell" "CreditsOutroText"
"Bay Raitt" "CreditsOutroText"
"Tristan Reidford" "CreditsOutroText"
"Alfred Reynolds" "CreditsOutroText"
"Matt Rhoten" "CreditsOutroText"
"Garret Rickey" "CreditsOutroText"
"Dave Riller" "CreditsOutroText"
"Elan Ruskin" "CreditsOutroText"
"Matthew Russell" "CreditsOutroText"
"Jason Ruymen" "CreditsOutroText"
"David Sawyer" "CreditsOutroText"
"Marc Scaparro" "CreditsOutroText"
"Wade Schin" "CreditsOutroText"
"Matthew Scott" "CreditsOutroText"
"Aaron Seeler" "CreditsOutroText"
"Jennifer Seeley" "CreditsOutroText"
"Taylor Sherman" "CreditsOutroText"
"Eric Smith" "CreditsOutroText"
"Jeff Sorensen" "CreditsOutroText"
"David Speyrer" "CreditsOutroText"
"Jay Stelly" "CreditsOutroText"
"Jeremy Stone" "CreditsOutroText"
"Eric Strand" "CreditsOutroText"
"Kim Swift" "CreditsOutroText"
"Kelly Thornton" "CreditsOutroText"
"Eric Twelker" "CreditsOutroText"
"Carl Uhlman" "CreditsOutroText"
"Doug Valente" "CreditsOutroText"
"Bill Van Buren" "CreditsOutroText"
"Gabe Van Engel" "CreditsOutroText"
"Alex Vlachos" "CreditsOutroText"
"Robin Walker" "CreditsOutroText"
"Joshua Weier" "CreditsOutroText"
"Andrea Wicklund" "CreditsOutroText"
"Greg Winkler" "CreditsOutroText"
"Erik Wolpaw" "CreditsOutroText"
"Doug Wood" "CreditsOutroText"
"Matt T. Wood" "CreditsOutroText"
"Danika Wright" "CreditsOutroText"
"Matt Wright" "CreditsOutroText"
"Shawn Zabecki" "CreditsOutroText"
"Torsten Zabka " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
"Voices:" "CreditsOutroText"
"Robert Guillaume - Dr. Eli Vance" "CreditsOutroText"
"Merle Dandridge - Alyx Vance" "CreditsOutroText"
"Tony Todd - Vortigaunt" "CreditsOutroText"
"John Aylward - Dr. Arne Magnusson" "CreditsOutroText"
"Michelle Forbes - Dr. Judith Mossman" "CreditsOutroText"
"Mike Shapiro - Gman" "CreditsOutroText"
"Harry S. Robins - Dr. Isaac Kleiner" "CreditsOutroText"
"Adam Baldwin - Citizens\Misc. characters" "CreditsOutroText"
"John Patrick Lowrie - Citizens\Misc. characters" "CreditsOutroText"
"Mary Kae Irvin - Citizens\Misc. characters" "CreditsOutroText"
"Ellen McLain - Overwatch" "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
"Voice Casting:" "CreditsOutroText"
"Shana Landsburg and Teri Fiddleman" "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
"Voice Recording:" "CreditsOutroText"
"Pure Audio, Seattle, WA" "CreditsOutroText"
"LA Studios, LA, CA" "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
"Voice recording scheduling and logistics:" "CreditsOutroText"
"Pat Cockburn, Pure Audio" "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
"Translations:" "CreditsOutroText"
"SDL" "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
"Crack Legal Team:" "CreditsOutroText"
"Liam Lavery" "CreditsOutroText"
"Karl Quackenbush" "CreditsOutroText"
"Kristen Boraas" "CreditsOutroText"
"Kevin Rosenfield" "CreditsOutroText"
"Alan Bruggeman" "CreditsOutroText"
"Dennis Tessier" "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
"Thanks to the following for the use of their faces:" "CreditsOutroText"
"Jamil Mullen" "CreditsOutroText"
"Larry 'The Count' Heard" "CreditsOutroText"
"Ted Cohrt" "CreditsOutroText"
"Roger Guay" "CreditsOutroText"
"Frank Sheldon" "CreditsOutroText"
"Paul Eenhoorn" "CreditsOutroText"
"Travis Dunlop" "CreditsOutroText"
"Daniel Dociu" "CreditsOutroText"
"Art Min" "CreditsOutroText"
"Van Crowder" "CreditsOutroText"
"Joey Paresa" "CreditsOutroText"
"Chau Luu" "CreditsOutroText"
"Kim Harris-Jones" "CreditsOutroText"
"Michael S. Smith" "CreditsOutroText"
"Joe Cairo" "CreditsOutroText"
"Naomi Cotton" "CreditsOutroText"
"Sandro Consi" "CreditsOutroText"
"Lakeetra Gilbert" "CreditsOutroText"
"Erdin Grcic" "CreditsOutroText"
"Kanisha Speyrer" "CreditsOutroText"
"Warren Slough" "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
"Special thanks to everyone at:" "CreditsOutroText"
"Alienware" "CreditsOutroText"
"ATI" "CreditsOutroText"
"Dell" "CreditsOutroText"
"Falcon Northwest" "CreditsOutroText"
"Havok" "CreditsOutroText"
"SOFTIMAGE" "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
"@" "CreditsOutroLogos"
}
}

View File

@@ -0,0 +1,611 @@
// **************************************************************
// HL2 ambient generic sounds for general use by level designers:
// ambients, explosions, water, fire, weather, sirens etc.
"explode_1"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "95, 105"
"soundlevel" "SNDLVL_GUNFIRE"
"wave" "ambient/explosions/explode_1.wav"
}
"explode_2"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "95, 105"
"soundlevel" "SNDLVL_GUNFIRE"
"wave" "ambient/explosions/explode_2.wav"
}
"explode_3"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "95, 105"
"soundlevel" "SNDLVL_GUNFIRE"
"wave" "ambient/explosions/explode_3.wav"
}
"explode_4"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "95, 105"
"soundlevel" "SNDLVL_GUNFIRE"
"wave" "ambient/explosions/explode_4.wav"
}
"explode_5"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "95, 105"
"soundlevel" "SNDLVL_GUNFIRE"
"wave" "ambient/explosions/explode_5.wav"
}
"explode_6"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "95, 105"
"soundlevel" "SNDLVL_GUNFIRE"
"wave" "ambient/explosions/explode_6.wav"
}
"explode_7"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "95, 105"
"soundlevel" "SNDLVL_GUNFIRE"
"wave" "ambient/explosions/explode_7.wav"
}
"explode_8"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "95, 105"
"soundlevel" "SNDLVL_GUNFIRE"
"wave" "ambient/explosions/explode_8.wav"
}
"explode_9"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "95, 105"
"soundlevel" "SNDLVL_GUNFIRE"
"wave" "ambient/explosions/explode_9.wav"
}
"fire_large"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NORM"
"wave" "ambient/fire/fire_big_loop1.wav"
}
"fire_medium"
{
"channel" "CHAN_STATIC"
"volume" "0.5"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_NORM"
"wave" "ambient/fire/fire_med_loop1.wav"
}
"Fire.Plasma"
{
"channel" "CHAN_VOICE"
"volume" "1.0"
"soundlevel" "SNDLVL_60dB"
"wave" "ambient/fire/firebig.wav"
}
"Splash.SplashSound"
{
"channel" "CHAN_AUTO"
"volume" "0.75"
"soundlevel" "SNDLVL_75dB"
"pitch" "90, 100"
"rndwave"
{
"wave" "ambient/water/water_spray1.wav"
"wave" "ambient/water/water_spray2.wav"
"wave" "ambient/water/water_spray3.wav"
}
}
"DoSpark"
{
"channel" "CHAN_VOICE"
"volume" "0.4,0.6"
"pitch" "100,120"
"soundlevel" "SNDLVL_70dB"
"rndwave"
{
"wave" "ambient/energy/newspark01.wav"
"wave" "ambient/energy/newspark02.wav"
"wave" "ambient/energy/newspark03.wav"
"wave" "ambient/energy/newspark04.wav"
"wave" "ambient/energy/newspark05.wav"
"wave" "ambient/energy/newspark06.wav"
"wave" "ambient/energy/newspark07.wav"
"wave" "ambient/energy/newspark08.wav"
"wave" "ambient/energy/newspark09.wav"
"wave" "ambient/energy/newspark10.wav"
"wave" "ambient/energy/newspark11.wav"
}
}
"LoudSpark"
{
"channel" "CHAN_VOICE"
"volume" "0.8,1.0"
"soundlevel" "SNDLVL_80dB"
"pitch" "100,120"
"rndwave"
{
"wave" "ambient/energy/newspark01.wav"
"wave" "ambient/energy/newspark02.wav"
"wave" "ambient/energy/newspark03.wav"
"wave" "ambient/energy/newspark04.wav"
"wave" "ambient/energy/newspark05.wav"
"wave" "ambient/energy/newspark06.wav"
"wave" "ambient/energy/newspark07.wav"
"wave" "ambient/energy/newspark08.wav"
"wave" "ambient/energy/newspark09.wav"
"wave" "ambient/energy/newspark10.wav"
"wave" "ambient/energy/newspark11.wav"
}
}
"ReallyLoudSpark"
{
"channel" "CHAN_VOICE"
"volume" "0.8,1.0"
"soundlevel" "SNDLVL_130dB"
"pitch" "100,120"
"rndwave"
{
"wave" "ambient/energy/newspark01.wav"
"wave" "ambient/energy/newspark02.wav"
"wave" "ambient/energy/newspark03.wav"
"wave" "ambient/energy/newspark04.wav"
"wave" "ambient/energy/newspark05.wav"
"wave" "ambient/energy/newspark06.wav"
"wave" "ambient/energy/newspark07.wav"
"wave" "ambient/energy/newspark08.wav"
"wave" "ambient/energy/newspark09.wav"
"wave" "ambient/energy/newspark10.wav"
"wave" "ambient/energy/newspark11.wav"
}
}
"ExtinguisherJet.TurnOn"
{
"channel" "CHAN_WEAPON"
"volume" "VOL_NORM"
"soundlevel" "SNDLVL_75dB"
"wave" "weapons/extinguisher/fire1.wav"
}
"ExtinguisherJet.TurnOff"
{
"channel" "CHAN_WEAPON"
"volume" "VOL_NORM"
"soundlevel" "SNDLVL_75dB"
"wave" "weapons/extinguisher/release1.wav"
}
"ambient.steam01"
{
"channel" "CHAN_STATIC"
"volume" "0.4"
"pitch" "100"
"soundlevel" "SNDLVL_70dB"
"wave" "ambient/gas/steam_loop1.wav"
}
"PhysicsCannister.ThrusterLoop"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "ambient/gas/cannister_loop.wav"
}
// Electrical zap hits
"ambient.electrical_zap_1"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "ambient/energy/zap1.wav"
}
"ambient.electrical_zap_2"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "ambient/energy/zap2.wav"
}
"ambient.electrical_zap_3"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "ambient/energy/zap3.wav"
}
"ambient.electrical_zap_4"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "ambient/energy/zap4.wav"
}
"ambient.electrical_zap_5"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "ambient/energy/zap5.wav"
}
"ambient.electrical_zap_6"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "ambient/energy/zap6.wav"
}
"ambient.electrical_zap_7"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "ambient/energy/zap7.wav"
}
"ambient.electrical_zap_8"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "ambient/energy/zap8.wav"
}
"ambient.electrical_zap_9"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "ambient/energy/zap9.wav"
}
"ambient.electrical_random_zap_1"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"rndwave"
{
"wave" "ambient/energy/zap1.wav"
"wave" "ambient/energy/zap2.wav"
"wave" "ambient/energy/zap3.wav"
}
}
"ambient.electrical_random_zap_2"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"rndwave"
{
"wave" "ambient/energy/zap5.wav"
"wave" "ambient/energy/zap6.wav"
"wave" "ambient/energy/zap7.wav"
"wave" "ambient/energy/zap8.wav"
"wave" "ambient/energy/zap9.wav"
}
}
"ambient.whoosh_huge_incoming1"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "physics/nearmiss/whoosh_huge1.wav"
}
"ambient.whoosh_huge_incoming2"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "physics/nearmiss/whoosh_huge2.wav"
}
"ambient.whoosh_huge_incoming3"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "physics/nearmiss/whoosh_huge3.wav"
}
"ambient.whoosh_huge_incoming4"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "physics/nearmiss/whoosh_huge4.wav"
}
"ambient.whoosh_huge_incoming5"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "physics/nearmiss/whoosh_huge5.wav"
}
"ambient.whoosh_large_incoming1"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "physics/nearmiss/whoosh_large1.wav"
}
"ambient.whoosh_large_incoming2"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "physics/nearmiss/whoosh_large2.wav"
}
"ambient.whoosh_large_incoming3"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "physics/nearmiss/whoosh_large3.wav"
}
"ambient.whoosh_large_incoming4"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "physics/nearmiss/whoosh_large4.wav"
}
"ambient.whoosh_medium_incoming1"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "physics/nearmiss/whoosh_medium1.wav"
}
"ambient.whoosh_medium_incoming2"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "physics/nearmiss/whoosh_medium2.wav"
}
"ambient.whoosh_medium_incoming3"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "physics/nearmiss/whoosh_medium3.wav"
}
"ambient.whoosh_medium_incoming4"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "physics/nearmiss/whoosh_medium4.wav"
}
"ambient.whoosh_medium_incoming5"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "physics/nearmiss/whoosh_medium5.wav"
}
"ambient.whoosh_medium_incoming6"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "physics/nearmiss/whoosh_medium6.wav"
}
"ambient.rock_slide1"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "ambient/materials/rock1.wav"
}
"ambient.rock_slide2"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "ambient/materials/rock2.wav"
}
"ambient.rock_slide3"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "ambient/materials/rock3.wav"
}
"ambient.rock_slide4"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "ambient/materials/rock4.wav"
}
"ambient.rock_slide5"
{
"channel" "CHAN_STATIC"
"volume" "VOL_NORM"
"pitch" "100"
"soundlevel" "SNDLVL_100DB"
"wave" "ambient/materials/rock5.wav"
}

View File

@@ -0,0 +1,107 @@
"sprites/640_hud"
{
TextureData
{
"arrow" [$WIN32]
{
"file" "sprites/arrow"
"x" "0"
"y" "0"
"width" "32"
"height" "32"
}
"autoaim_c" [$WIN32]
{
"file" "sprites/crosshairs"
"x" "96"
"y" "0"
"width" "24"
"height" "24"
}
"item_battery" [$WIN32]
{
"font" "WeaponIcons"
"character" "*"
}
"item_healthkit" [$WIN32]
{
"font" "WeaponIcons"
"character" "+"
}
"crosshair"
{
"file" "sprites/qi_center"
"x" "0"
"y" "0"
"width" "40"
"height" "40"
}
"crosshair_left"
{
"font" "QuickInfo"
"character" "("
}
"crosshair_right"
{
"font" "QuickInfo"
"character" ")"
}
"crosshair_left_full"
{
"font" "QuickInfo"
"character" "["
}
"crosshair_right_full"
{
"font" "QuickInfo"
"character" "]"
}
"crosshair_left_empty"
{
"font" "QuickInfo"
"character" "{"
}
"crosshair_right_empty"
{
"font" "QuickInfo"
"character" "}"
}
"crosshair_default"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"crosshair_xbox"
{
"file" "vgui/hud/xbox_reticle"
"x" "0"
"y" "0"
"width" "64"
"height" "64"
}
"viewhair"
{
"file" "sprites/hud/v_crosshair2"
"x" "0"
"y" "0"
"width" "32"
"height" "32"
}
"gunhair"
{
"file" "sprites/hud/v_crosshair1"
"x" "0"
"y" "0"
"width" "32"
"height" "32"
}
"plushair"
{
"font" "Crosshairs"
"character" "Q"
}
}
}

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,501 @@
// "prop data name"
// {
// "property" "value"
// ...
// }
//
//
// "base" : Specify a base propdata class to derive from (base types can be found in propdata.txt)
//
// "blockLOS" : Override whether this prop should block NPC's Line-Of-Sight.
// "AIWalkable" : Override whether AI should consider this prop as walkable on.
// "dmg.bullets" : Mod damage done by bullets to this prop.
// "dmg.club" : Mod damage done by clubs to this prop.
// "dmg.explosive" : Mod damage done by explosives to this prop.
// NOTE: Use damage modifiers to reflect differences between the amount of
// damage that an object takes from different damage types. Don't
// use them to reflect overall damage strength. i.e. Stone is resilient
// to everything. To reflect this, increase the health of all stone
// objects, don't set the damage modifiers lower.
//
// "damage_table" : Specify a custom physics impact damage table for this prop.
// "health" : Amount of damage this prop should take before breaking.
//
// "explosive_damage" : Explosive damage done by this prop.
// "explosive_radius" : Radius of the explosion caused by this prop when it breaks.
// NOTE: If these two fields are specified for a prop, then the prop will automatically
// create an explosion with the specified values when the prop is broken.
//
// "breakable_model" : The type of breakable gibs this prop should break into. This list is at the bottom of this file.
// "breakable_count" : The number of breakable gibs to break into.
// "allowstatic" : Allow this prop to be static as well as physically simulated.
//
//
"PropData.txt"
{
//=================================================================================
// PAPER
//=================================================================================
// Base damage modifiers for paper objects
// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
"Cardboard.Base"
{
"dmg.bullets" "0.5"
"dmg.club" "1.25"
"dmg.explosive" "1.5"
}
// Cardboard / Paper blocks, less than 1 foot cubed.
// i.e. small cardboard boxes, notepads, newspapers, thin books.
"Cardboard.Small"
{
"base" "Cardboard.Base"
"health" "10"
}
// Cardboard / Paper blocks, less than 3 foot cubed.
// i.e. cardboard boxes. thick books
"Cardboard.Medium"
{
"base" "Cardboard.Base"
"health" "20"
}
// Large Cardboard / Paper blocks
// i.e. solid cardboard boxes
"Cardboard.Large"
{
"base" "Cardboard.Base"
"health" "40"
}
//=================================================================================
// CLOTH
//=================================================================================
// Base damage modifiers for cloth objects
// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
"Cloth.Base"
{
"dmg.bullets" "0.5"
"dmg.club" "0.75"
"dmg.explosive" "1.5"
}
// Small / thin cloth objects
// i.e. shorts, shirts, pants.
"Cloth.Small"
{
"base" "Cloth.Base"
"health" "30"
}
// Heavier cloth / leather objects
// i.e. briefcases
"Cloth.Medium"
{
"base" "Cloth.Base"
"health" "50"
}
// Large / thick cloth objects
// i.e. armchairs, mattresses
"Cloth.Large"
{
"base" "Cloth.Base"
"health" "100"
}
//=================================================================================
// WOOD
//=================================================================================
// Base damage modifiers for wooden objects
// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
"Wooden.Base"
{
"dmg.bullets" "0.75"
"dmg.club" "2.0"
"dmg.explosive" "1.5"
"breakable_model" "WoodChunks"
"breakable_skin" "0"
}
// Tiny Wooden pieces that should die in one hit
// i.e splinters
"Wooden.Tiny"
{
"base" "Wooden.Base"
"health" "6"
"breakable_count" "0"
}
// Wooden blocks, less than 1 foot cubed.
// i.e pieces of board, branches.
"Wooden.Small"
{
"base" "Wooden.Base"
"health" "20"
"breakable_count" "2"
}
// Wooden blocks, less than 3 foot cubed.
// i.e boards, small crates, pallettes, ladders, chairs.
"Wooden.Medium"
{
"base" "Wooden.Base"
"health" "30"
"breakable_count" "4"
}
// Large wooden blocks, less than 5 foot cubed.
// i.e Crates, benches.
"Wooden.Large"
{
"base" "Wooden.Base"
"health" "50"
"breakable_count" "6"
}
// Extra large wooden objects
// i.e posts
"Wooden.ExtraLarge"
{
"base" "Wooden.Base"
"health" "100"
"breakable_count" "8"
}
// Huge wooden objects.
// i.e Big Wardrobes, bookcases
"Wooden.Huge"
{
"base" "Wooden.Base"
"health" "130"
"breakable_count" "10"
}
// Unbreakable Huge wooden objects.
// i.e Big Wardrobes, bookcases
"Wooden_Unbreakable.Huge"
{
"base" "Wooden.Base"
"health" "0"
"breakable_count" "10"
}
//=================================================================================
// STONE
//=================================================================================
// Base damage modifiers for stone objects
// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
"Stone.Base"
{
"dmg.bullets" "1.0"
"dmg.club" "1.0"
"dmg.explosive" "1.0"
}
// Stone blocks, less than 1 foot cubed
// i.e. cinderblocks, small rocks.
"Stone.Small"
{
"base" "Stone.Base"
"health" "50"
}
// Medium stone blocks, less than 3 foot cubed
// i.e. rubble chunks
"Stone.Medium"
{
"base" "Stone.Base"
"health" "100"
}
// Large stone blocks, less than 5 foot cubed
// i.e. big rubble chunks
"Stone.Large"
{
"base" "Stone.Base"
"health" "200"
}
// Huge stone blocks, less than 5 foot cubed
// i.e. enormous rubble chunks
"Stone.Huge"
{
"base" "Stone.Base"
"health" "400"
}
//=================================================================================
// GLASS
//=================================================================================
// Base damage modifiers for glass objects
// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
"Glass.Base"
{
"dmg.bullets" "1.0"
"dmg.club" "1.0"
"dmg.explosive" "0.1" // Trial: Get knocked around more than destroyed?
}
// Glass blocks, less than 1 foot cubed
// i.e. bottles, jugs, glasses.
"Glass.Small"
{
"base" "Glass.Base"
"health" "5"
"damage_table" "glass"
}
"Glass.Window"
{
"base" "Glass.Base"
"dmg.explosive" "1.0" // Override base glass explosive behavior
"dmg.bullets" "0.5"
"health" "15"
"damage_table" "glass"
}
//=================================================================================
// METAL
//=================================================================================
// Base damage modifiers for metal objects
// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
"Metal.Base"
{
"dmg.bullets" "1.0"
"dmg.club" "1.0"
"dmg.explosive" "1.0"
"health" "0" // By default, metal objects aren't breakable
}
// Small metal blocks, less than 1 foot cubed
// i.e. tin cans, paint tins, metal buckets.
"Metal.Small"
{
"base" "Metal.Base"
}
// Medium metal objects.
// i.e. wheelbarrows, metal boxes, bicycles, barrels, ladders, filing cabinets.
"Metal.Medium"
{
"base" "Metal.Base"
}
// Large metal objects.
// i.e. ibeams, dumpsters, car bodies, refridgerators
"Metal.Large"
{
"base" "Metal.Base"
}
//=================================================================================
// PLASTIC
//=================================================================================
// Base damage modifiers for plastic objects
// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
"Plastic.Base"
{
"dmg.bullets" "1.0"
"dmg.club" "1.0"
"dmg.explosive" "1.0"
"health" "0"
}
// Plastic blocks, less than 2 foot cubed
// i.e. plastic cups, plastic milk crates, phones
"Plastic.Small"
{
"base" "Plastic.Base"
}
// Plastic blocks, less than 4 foot cubed
// i.e. plastic chairs, tables, barrels
"Plastic.Medium"
{
"base" "Plastic.Base"
}
// Large Plastic objects, or medium objects with mixes of plastic & metal that you still want destructable
// i.e. computer equipment
"Plastic.Large"
{
"base" "Plastic.Base"
}
//=================================================================================
// ITEMS
//=================================================================================
// Base damage modifiers for items
// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
"Item.Base"
{
"dmg.bullets" "1.0"
"dmg.club" "1.0"
"dmg.explosive" "1.0"
"health" "0" // By default, metal objects aren't breakable
}
// Plastic blocks, less than 2 foot cubed
// i.e. plastic cups, plastic milk crates, phones
"Item.Small"
{
"base" "Item.Base"
}
// Plastic blocks, less than 4 foot cubed
// i.e. plastic chairs, tables, barrels
"Item.Medium"
{
"base" "Item.Base"
}
// Large Plastic objects, or medium objects with mixes of plastic & metal that you still want destructable
// i.e. computer equipment
"Item.Large"
{
"base" "Item.Base"
}
//=================================================================================
// POTTERY
//=================================================================================
// Base damage modifiers for pottery objects
// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
"Pottery.Base"
{
"dmg.bullets" "1.0"
"dmg.club" "1.25"
"dmg.explosive" "1.5"
}
// Pottery blocks, less than 2 foot cubed
// i.e. flowerpots.
"Pottery.Small"
{
"base" "Pottery.Base"
"health" "5"
"damage_table" "glass"
}
// Medium pottery objects
// i.e. large flowerpots.
"Pottery.Medium"
{
"base" "Pottery.Base"
"health" "40"
}
// Large pottery objects
// i.e. big chunks of wall plaster
"Pottery.Large"
{
"base" "Pottery.Base"
"health" "70"
}
// Huge pottery objects.
// i.e. big ornate pottery vessels.
"Pottery.Huge"
{
"base" "Pottery.Base"
"health" "100"
}
//=================================================================================
// FLESH
//=================================================================================
// Base damage modifiers for flesh objects
// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
"Flesh.Base"
{
"dmg.bullets" "1.25"
"dmg.club" "1.0"
"dmg.explosive" "1.5"
}
// Flesh blocks that should die in a single hit
// i.e. fruit, food items, gibs.
"Flesh.Tiny"
{
"base" "Flesh.Base"
"health" "3"
}
// Flesh blocks, less than 1 foot cubed
// i.e. fruit, food items, gibs.
"Flesh.Small"
{
"base" "Flesh.Base"
"health" "10"
}
//=================================================================================
// BREAKABLE DATA. NOT PROPDATA TYPES.
//=================================================================================
"BreakableModels"
{
// Sorted in order of smallest to largest
"WoodChunks"
{
"models\Gibs\wood_gib01e.mdl" "1"
"models\Gibs\wood_gib01d.mdl" "1"
"models\Gibs\wood_gib01c.mdl" "1"
"models\Gibs\wood_gib01b.mdl" "1"
"models\Gibs\wood_gib01a.mdl" "1"
}
"GlassChunks"
{
"models\Gibs\Glass_shard01.mdl" "1"
"models\Gibs\Glass_shard02.mdl" "1"
"models\Gibs\Glass_shard03.mdl" "1"
"models\Gibs\Glass_shard04.mdl" "1"
"models\Gibs\Glass_shard05.mdl" "1"
"models\Gibs\Glass_shard06.mdl" "1"
}
"ConcreteChunks"
{
"models\props_debris\concrete_chunk08a.mdl" "1"
"models\props_debris\concrete_chunk09a.mdl" "1"
"models\props_debris\concrete_chunk03a.mdl" "1"
"models\props_debris\concrete_chunk07a.mdl" "1"
"models\props_debris\concrete_chunk09a.mdl" "1"
"models\props_debris\concrete_chunk02a.mdl" "1"
}
"MetalChunks"
{
"models\Gibs\metal_gib1.mdl" "1"
"models\Gibs\metal_gib2.mdl" "1"
"models\Gibs\metal_gib3.mdl" "1"
"models\Gibs\metal_gib4.mdl" "1"
"models\Gibs\metal_gib5.mdl" "1"
}
}
}

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soundscapes_manifest
{
"file" "scripts/soundscapes.txt"
// List additional soundscape files here
"file" "scripts/soundscapes_lostcoast.txt"
"file" "scripts/soundscapes_citadel_episodic.txt"
"file" "scripts/soundscapes_city_episodic.txt"
"file" "scripts/soundscapes_canals.txt"
"file" "scripts/soundscapes_klab.txt"
"file" "scripts/soundscapes_elab.txt"
"file" "scripts/soundscapes_streetwar.txt"
"file" "scripts/soundscapes_citadel.txt"
"file" "scripts/soundscapes_town.txt"
"file" "scripts/soundscapes_coast.txt"
"file" "scripts/soundscapes_prison.txt"
"file" "scripts/soundscapes_trainyard.txt"
//episode 2
"file" "scripts/soundscapes_silo.txt"
"file" "scripts/soundscapes_outland.txt"
"file" "scripts/soundscapes_outland2.txt"
}

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// "surface group"
// {
// "property" "value"
// ...
// }
//
// thickness: If this value is present, the material is not volumetrically solid
// it means that the volume should be computed as the surface area times this
// thickness (for automatic mass). The inside space beneath the thickness value is air.
//
// physics parameters are:
// density: this is the material density in kg / m^3 (water is 1000)
// elasticity: This is the collision elasticity (0 - 1.0, 0.01 is soft, 1.0 is hard)
// friction: this is the physical friction (0 - 1.0, 0.01 is slick, 1.0 is totally rough)
// dampening: this is the physical drag on an object when in contact with this surface (0 - x, 0 none to x a lot)
//
// !!! Do not edit the physics properties (especially density) without the proper references !!!
//`
// Sounds
//
// stepleft: footstep sound for left foot
// stepright: footstep sound for right foot
// impactsoft: Physical impact sound when hitting soft surfaces
// impacthard: Physical impact sound when hitting hard surfaces
// scrapesmooth: Looping physics friction sound (when scraping smooth surfaces)
// scraperough: Looping physics friction sound (when scraping rough surfaces)
// bulletimpact: bullet impact sound
// gamematerial: game material index (can be a single letter or a number)
//
// NOTE: The properties of "default" will get copied into EVERY material who does not
// override them!!!
//
// "base" means to use the parameters from that material as a base.
// "base" must appear as the first key in a material
//
"cavern_rock"
{
"base" "rock"
"density" "700"
"elasticity" "0.1"
"friction" "0.8"
"bulletimpact" "CavernRock.ImpactHard"
"scraperough" "Rock.ImpactHard"
"scrapesmooth" "Rock.ImpactSoft"
"impacthard" "CavernRock.ImpactHard"
"impactsoft" "CavernRock.ImpactSoft"
"gamematerial" "O"
}
"advisor_shield"
{
"base" "rock"
"density" "700"
"elasticity" "0.1"
"friction" "0.8"
"bulletimpact" "NPC_Advisor.shieldblock"
"scraperough" "NPC_Advisor.shieldblock"
"scrapesmooth" "NPC_Advisor.shieldblock"
"impacthard" "NPC_Advisor.shieldblock"
"impactsoft" "NPC_Advisor.shieldblock"
"gamematerial" "Z" // <--- Whatever you make the character index in decals.h
}
"antlion_eggshell"
{
"base" "flesh"
"bulletimpact" "Flesh.ImpactHard"
"impacthard" "Flesh.ImpactHard"
"impactsoft" "Flesh.ImpactHard"
"gamematerial" "E"
}
"hunter"
{
"base" "flesh"
"gamematerial" "F"
}
"jalopytire"
{
"base" "jeeptire"
"elasticity" "0.1"
}
"slidingrubbertire_jalopyfront"
{
"base" "jalopytire"
"friction" "0.15"
}
"slidingrubbertire_jalopyrear"
{
"base" "jalopytire"
"friction" "0.15"
}
"water"
{
"density" "1000"
"elasticity" "0.1"
"friction" "0.8"
"stepleft" "Water.StepLeft"
"stepright" "Water.StepRight"
"bulletimpact" "Water.BulletImpact"
"impacthard" "Water.ImpactHard"
"impactsoft" "Water.ImpactSoft"
"audioreflectivity" "0.33"
"audioroughnessfactor" "0.1"
"audiohardnessfactor" "0.0"
"gamematerial" "S"
}
"jalopy"
{
"base" "metal"
"impacthard" "ATV_impact_medium"
"impactsoft" "ATV_impact_medium"
}

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//============================================================================================================
// Alyx criteria
criterion "IsAlyx" "classname" "npc_alyx" "required"
//============================================================================================================
//============================================================================================================
// Alyx Combat speech
//============================================================================================================
//----------------------------------------------------------------------------
criterion "ConceptTalkFoundPlayer" "Concept" "TLK_FOUNDPLAYER" required
response "AlyxIsBack"
{
// speak "*vo/episode_1/npc/alyx/al_greet_cit15.wav" // I'm the person who's telling you to get moving.
}
rule AlyxIsBack
{
criteria IsAlyx IsEpisodic ConceptTalkFoundPlayer
response AlyxIsBack
}
response "AlyxDanger"
{
scene "scenes/npc/Alyx/getback01.vcd" respeakdelay 60
scene "scenes/npc/Alyx/getback02.vcd" respeakdelay 60
// scene "scenes/npc/Alyx/watchout01.vcd" WATCH OUT!!!
// scene "scenes/npc/Alyx/watchout02.vcd" WATCH OUT!!!
}
rule AlyxDanger
{
criteria IsAlyx ConceptTalkDanger
response AlyxDanger
}
response AlyxShot
{
scene "scenes/npc/Alyx/gasp02.vcd"
scene "scenes/npc/Alyx/gasp03.vcd"
scene "scenes/npc/Alyx/hurt04.vcd"
scene "scenes/npc/Alyx/hurt05.vcd"
scene "scenes/npc/Alyx/hurt06.vcd"
scene "scenes/npc/Alyx/hurt08.vcd"
scene "scenes/npc/Alyx/uggh01.vcd"
}
rule AlyxShot
{
criteria IsAlyx ConceptShot
response AlyxShot
}
response AlyxEnemyDead
{
// scene "scenes/npc/Alyx/brutal02.vcd" respeakdelay 300
}
rule AlyxEnemyDead
{
criteria IsAlyx ConceptEnemyDead
response AlyxEnemyDead
}
response AlyxHideAndReload
{
// scene "scenes/npc/Alyx/coverme01.vcd"
// scene "scenes/npc/Alyx/coverme02.vcd"
// scene "scenes/npc/Alyx/coverme03.vcd"
}
rule AlyxHideAndReload
{
criteria IsAlyx ConceptHideAndReload PlayerNear
response AlyxHideAndReload
}
response AlyxTalkPlayerPushed
{
// scene "scenes/npc/Alyx/excuseme01.vcd"
// scene "scenes/npc/Alyx/excuseme02.vcd"
// scene "scenes/npc/Alyx/excuseme03.vcd"
}
rule AlyxTalkPlayerPushed
{
criteria IsAlyx ConceptTalkPlayerPushed SeenByPlayer NoRecentCombat
response AlyxTalkPlayerPushed
}
// Removed - if okay, can just be deleted
//response AlyxPlayerReload
//{
// scene "scenes/npc/Alyx/youreload01.vcd"
// scene "scenes/npc/Alyx/youreload02.vcd"
//}
//
//rule AlyxPlayerReload
//{
// criteria ConceptPlayerReload IsAlyx PlayerNear SeePlayer
// response AlyxPlayerReload
//}
response AlyxWatchOut
{
scene "scenes/npc/Alyx/lookout01.vcd"
scene "scenes/npc/Alyx/lookout03.vcd"
}
rule AlyxWatchOut
{
criteria IsAlyx ConceptTalkWatchout
response AlyxWatchout
}
response AlyxPlayerDead
{
scene "scenes/npc/Alyx/ohno_startle01.vcd"
scene "scenes/npc/Alyx/ohno_startle02.vcd"
scene "scenes/npc/Alyx/ohno_startle03.vcd"
}
rule AlyxPlayerDead
{
criteria IsAlyx ConceptPlayerDead
response AlyxWatchout
matchonce
}
//----------------------------------------------------------------------------
//============================================================================================================

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//============================================================================================================
// Commander mode criteria
//============================================================================================================
criterion "IsOnlySelected" "numselected" "1" required
criterion "NotOnlySelected" "numselected" ">1" required
criterion "Is_03_first" "name" "citizen_c17_03_first" required
criterion "UseRadio" "useradio" "1" required
criterion "SquadNearPlayer" "distancetoplayer" "<240" required
criterion "SquadNotNearPlayer" "distancetoplayer" ">=240" required
criterion "SquadNearCommandPoint" "commandpoint_dist_to_npc" "<240" required
criterion "SquadNotNearCommandPoint" "commandpoint_dist_to_npc" ">=240" required
criterion "CommandPointNearPlayer" "commandpoint_dist_to_player" "<144" required
criterion "CommandPointNotNearPlayer" "commandpoint_dist_to_player" ">=144" required
criterion "JoinSquadIndividual" "numjoining" "1" required
criterion "JoinSquadMultiple" "numjoining" ">1" required
criterion "TrailingReinforcement" "reinforcement" "1" required
//============================================================================================================
// Commander mode selection speech
//============================================================================================================
response "CitizenSelected"
{
scene "scenes/npc/$gender01/ok01.vcd"
scene "scenes/npc/$gender01/ok02.vcd"
scene "scenes/npc/$gender01/okimready01.vcd"
scene "scenes/npc/$gender01/okimready02.vcd"
scene "scenes/npc/$gender01/okimready03.vcd"
scene "scenes/npc/$gender01/readywhenyouare01.vcd"
scene "scenes/npc/$gender01/readywhenyouare02.vcd"
}
rule CitizenSelected
{
criteria IsCitizen ConceptTalkSelected
response CitizenSelected
}
//------------------------------------------------------------------------------------------------------------
response "CitizenGroupSelectedRadio"
{
}
rule CitizenGroupSelectedRadio
{
criteria IsCitizen ConceptTalkSelected NotOnlySelected UseRadio
response CitizenGroupSelectedRadio
}
//------------------------------------------------------------------------------------------------------------
response "CitizenSoloSelectedRadio"
{
}
rule CitizenSoloSelectedRadio
{
criteria IsCitizen ConceptTalkSelected UseRadio
response CitizenSoloSelectedRadio
}
//============================================================================================================
// Commander mode orders speech
//============================================================================================================
response CitizenSquadNearToFarIndividual
{
scene "scenes/npc/$gender01/squad_affirm01.vcd"
scene "scenes/npc/$gender01/squad_affirm02.vcd"
scene "scenes/npc/$gender01/squad_affirm03.vcd"
scene "scenes/npc/$gender01/squad_affirm04.vcd"
scene "scenes/npc/$gender01/squad_affirm05.vcd"
scene "scenes/npc/$gender01/squad_affirm06.vcd"
scene "scenes/npc/$gender01/squad_affirm07.vcd"
scene "scenes/npc/$gender01/squad_affirm08.vcd"
scene "scenes/npc/$gender01/squad_affirm09.vcd"
// speak "npc_citizen.squad_affirm01"
// speak "npc_citizen.squad_affirm02"
// speak "npc_citizen.squad_affirm03"
// speak "npc_citizen.squad_affirm04"
// speak "npc_citizen.squad_affirm05"
// speak "npc_citizen.squad_affirm06"
// speak "npc_citizen.squad_affirm07"
// speak "npc_citizen.squad_affirm08"
// speak "npc_citizen.squad_affirm09"
scene "scenes/npc/$gender01/letsgo01.vcd"
scene "scenes/npc/$gender01/letsgo02.vcd"
scene "scenes/npc/$gender01/yougotit02.vcd"
}
response CitizenSquadNearToFarGroup
{
scene "scenes/npc/$gender01/squad_affirm01.vcd"
scene "scenes/npc/$gender01/squad_affirm02.vcd"
scene "scenes/npc/$gender01/squad_affirm03.vcd"
scene "scenes/npc/$gender01/squad_affirm05.vcd"
scene "scenes/npc/$gender01/squad_affirm06.vcd"
scene "scenes/npc/$gender01/squad_affirm07.vcd"
scene "scenes/npc/$gender01/squad_affirm08.vcd"
scene "scenes/npc/$gender01/squad_affirm09.vcd"
scene "scenes/npc/$gender01/squad_away01.vcd"
scene "scenes/npc/$gender01/squad_away02.vcd"
scene "scenes/npc/$gender01/squad_away03.vcd"
// speak "npc_citizen.squad_affirm01"
// speak "npc_citizen.squad_affirm02"
// speak "npc_citizen.squad_affirm03"
// speak "npc_citizen.squad_affirm05"
// speak "npc_citizen.squad_affirm06"
// speak "npc_citizen.squad_affirm07"
// speak "npc_citizen.squad_affirm08"
// speak "npc_citizen.squad_affirm09"
// speak "npc_citizen.squad_away01"
// speak "npc_citizen.squad_away02"
// speak "npc_citizen.squad_away03"
scene "scenes/npc/$gender01/letsgo01.vcd"
scene "scenes/npc/$gender01/letsgo02.vcd"
scene "scenes/npc/$gender01/yougotit02.vcd"
}
response CitizenSquadFarToNearIndividual
{
scene "scenes/npc/$gender01/squad_affirm01.vcd"
scene "scenes/npc/$gender01/squad_affirm02.vcd"
scene "scenes/npc/$gender01/squad_affirm03.vcd"
scene "scenes/npc/$gender01/squad_affirm07.vcd"
scene "scenes/npc/$gender01/squad_affirm08.vcd"
scene "scenes/npc/$gender01/squad_affirm09.vcd"
//scene "scenes/npc/$gender01/squad_approach04.vcd"
// speak "npc_citizen.squad_affirm01"
// speak "npc_citizen.squad_affirm02"
// speak "npc_citizen.squad_affirm03"
// speak "npc_citizen.squad_affirm07"
// speak "npc_citizen.squad_affirm08"
// speak "npc_citizen.squad_affirm09"
// speak "npc_citizen.squad_approach04"
scene "scenes/npc/$gender01/yougotit02.vcd"
}
response CitizenSquadFarToNearGroup
{
scene "scenes/npc/$gender01/squad_affirm01.vcd"
scene "scenes/npc/$gender01/squad_affirm02.vcd"
scene "scenes/npc/$gender01/squad_affirm03.vcd"
scene "scenes/npc/$gender01/squad_affirm07.vcd"
scene "scenes/npc/$gender01/squad_affirm08.vcd"
scene "scenes/npc/$gender01/squad_affirm09.vcd"
scene "scenes/npc/$gender01/squad_approach01.vcd"
scene "scenes/npc/$gender01/squad_approach02.vcd"
scene "scenes/npc/$gender01/squad_approach03.vcd"
scene "scenes/npc/$gender01/squad_approach04.vcd"
// speak "npc_citizen.squad_affirm01"
// speak "npc_citizen.squad_affirm02"
// speak "npc_citizen.squad_affirm03"
// speak "npc_citizen.squad_affirm07"
// speak "npc_citizen.squad_affirm08"
// speak "npc_citizen.squad_affirm09"
// speak "npc_citizen.squad_approach01"
// speak "npc_citizen.squad_approach02"
// speak "npc_citizen.squad_approach03"
// speak "npc_citizen.squad_approach04"
scene "scenes/npc/$gender01/letsgo01.vcd"
scene "scenes/npc/$gender01/letsgo02.vcd"
scene "scenes/npc/$gender01/yougotit02.vcd"
}
response CitizenSquadNearToNear
{
scene "scenes/npc/$gender01/squad_affirm01.vcd"
scene "scenes/npc/$gender01/squad_affirm02.vcd"
scene "scenes/npc/$gender01/squad_affirm03.vcd"
scene "scenes/npc/$gender01/squad_affirm07.vcd"
scene "scenes/npc/$gender01/squad_affirm08.vcd"
scene "scenes/npc/$gender01/squad_affirm09.vcd"
// speak "npc_citizen.squad_affirm01"
// speak "npc_citizen.squad_affirm02"
// speak "npc_citizen.squad_affirm03"
// speak "npc_citizen.squad_affirm07"
// speak "npc_citizen.squad_affirm08"
// speak "npc_citizen.squad_affirm09"
scene "scenes/npc/$gender01/illstayhere01.vcd"
scene "scenes/npc/$gender01/holddownspot01.vcd"
scene "scenes/npc/$gender01/holddownspot02.vcd"
scene "scenes/npc/$gender01/imstickinghere01.vcd"
scene "scenes/npc/$gender01/littlecorner01.vcd"
scene "scenes/npc/$gender01/yougotit02.vcd"
}
response CitizenSquadFarToFarIndividual
{
scene "scenes/npc/$gender01/squad_affirm01.vcd"
scene "scenes/npc/$gender01/squad_affirm02.vcd"
scene "scenes/npc/$gender01/squad_affirm03.vcd"
scene "scenes/npc/$gender01/squad_affirm04.vcd"
scene "scenes/npc/$gender01/squad_affirm07.vcd"
scene "scenes/npc/$gender01/squad_affirm08.vcd"
scene "scenes/npc/$gender01/squad_affirm09.vcd"
// speak "npc_citizen.squad_affirm01"
// speak "npc_citizen.squad_affirm02"
// speak "npc_citizen.squad_affirm03"
// speak "npc_citizen.squad_affirm04"
// speak "npc_citizen.squad_affirm07"
// speak "npc_citizen.squad_affirm08"
// speak "npc_citizen.squad_affirm09"
scene "scenes/npc/$gender01/yougotit02.vcd"
}
response CitizenSquadFarToFarGroup
{
scene "scenes/npc/$gender01/squad_affirm01.vcd"
scene "scenes/npc/$gender01/squad_affirm02.vcd"
scene "scenes/npc/$gender01/squad_affirm03.vcd"
scene "scenes/npc/$gender01/squad_affirm07.vcd"
scene "scenes/npc/$gender01/squad_affirm08.vcd"
scene "scenes/npc/$gender01/squad_affirm09.vcd"
scene "scenes/npc/$gender01/squad_away01.vcd"
scene "scenes/npc/$gender01/squad_away02.vcd"
scene "scenes/npc/$gender01/squad_away03.vcd"
// speak "npc_citizen.squad_affirm01"
// speak "npc_citizen.squad_affirm02"
// speak "npc_citizen.squad_affirm03"
// speak "npc_citizen.squad_affirm07"
// speak "npc_citizen.squad_affirm08"
// speak "npc_citizen.squad_affirm09"
// speak "npc_citizen.squad_away01"
// speak "npc_citizen.squad_away02"
// speak "npc_citizen.squad_away03"
scene "scenes/npc/$gender01/letsgo01.vcd"
scene "scenes/npc/$gender01/letsgo02.vcd"
scene "scenes/npc/$gender01/yougotit02.vcd"
}
response CitizenSquadGeneral
{
scene "scenes/npc/$gender01/squad_affirm01.vcd"
scene "scenes/npc/$gender01/squad_affirm02.vcd"
scene "scenes/npc/$gender01/squad_affirm03.vcd"
scene "scenes/npc/$gender01/squad_affirm05.vcd"
scene "scenes/npc/$gender01/squad_affirm06.vcd"
scene "scenes/npc/$gender01/squad_affirm07.vcd"
scene "scenes/npc/$gender01/squad_affirm08.vcd"
scene "scenes/npc/$gender01/squad_affirm09.vcd"
// speak "npc_citizen.squad_affirm01"
// speak "npc_citizen.squad_affirm02"
// speak "npc_citizen.squad_affirm03"
// speak "npc_citizen.squad_affirm05"
// speak "npc_citizen.squad_affirm06"
// speak "npc_citizen.squad_affirm07"
// speak "npc_citizen.squad_affirm08"
// speak "npc_citizen.squad_affirm09"
scene "scenes/npc/$gender01/yougotit02.vcd"
}
rule CitizenCommanded
{
criteria IsCitizen ConceptTalkCommanded
response CitizenSquadGeneral
}
rule CitizenCommandedNearToFarIndividual
{
criteria IsCitizen ConceptTalkCommanded IsOnlySelected SquadNearPlayer CommandPointNotNearPlayer
response CitizenSquadNearToFarIndividual
}
rule CitizenCommandedNearToFarGroup
{
criteria IsCitizen ConceptTalkCommanded NotOnlySelected SquadNearPlayer CommandPointNotNearPlayer
response CitizenSquadNearToFarGroup
}
rule CitizenCommandedFarToNearIndividual
{
criteria IsCitizen ConceptTalkCommanded IsOnlySelected SquadNotNearPlayer CommandPointNearPlayer
response CitizenSquadFarToNearIndividual
}
rule CitizenCommandedFarToNearGroup
{
criteria IsCitizen ConceptTalkCommanded NotOnlySelected SquadNotNearPlayer CommandPointNearPlayer
response CitizenSquadFarToNearGroup
}
rule CitizenCommandedNearToNearIndividual
{
criteria IsCitizen ConceptTalkCommanded SquadNearPlayer CommandPointNearPlayer
response CitizenSquadNearToNear
}
rule CitizenCommandedFarToFarIndividual
{
criteria IsCitizen ConceptTalkCommanded IsOnlySelected SquadNotNearPlayer CommandPointNotNearPlayer
response CitizenSquadFarToFarIndividual
}
rule CitizenCommandedFarToFarGroup
{
criteria IsCitizen ConceptTalkCommanded NotOnlySelected SquadNotNearPlayer CommandPointNotNearPlayer
response CitizenSquadFarToFarGroup
}
//------------------------------------------------------------------------------------------------------------
response "CitizenCommandedRadio"
{
}
rule CitizenCommandedRadio
{
criteria IsCitizen ConceptTalkCommanded UseRadio
response CitizenCommandedRadio
}
//------------------------------------------------------------------------------------------------------------
response "CitizenCommandFailedRadio"
{
}
rule CitizenCommandFailedRadio
{
criteria IsCitizen ConceptTalkCommandFailed UseRadio
response CitizenCommandFailedRadio
}
//============================================================================================================
// Commander mode follow speech
//============================================================================================================
response CitizenFollowGeneral
{
scene "scenes/npc/$gender01/leadtheway01.vcd"
scene "scenes/npc/$gender01/leadtheway02.vcd"
scene "scenes/npc/$gender01/leadon01.vcd"
scene "scenes/npc/$gender01/leadon02.vcd"
}
response CitizenFollowGroup
{
scene "scenes/npc/$gender01/squad_follow01.vcd"
scene "scenes/npc/$gender01/squad_follow02.vcd"
scene "scenes/npc/$gender01/squad_follow03.vcd"
scene "scenes/npc/$gender01/squad_follow04.vcd"
response CitizenFollowGeneral weight 2
}
rule CitizenFollow
{
criteria IsCitizen ConceptTalkStartFollow
response CitizenFollowGeneral
}
rule CitizenFollowGroup
{
criteria IsCitizen ConceptTalkStartFollow NotOnlySelected
response CitizenFollowGroup
}
//============================================================================================================
// Commander mode join speech
//============================================================================================================
// I'm not sure all these lines will play well when not coming up from behind, so I've made a distinction between trailing & non-trailing
response CitizenJoinIndividual
{
scene "scenes/npc/$gender01/squad_reinforce_single01.vcd"
scene "scenes/npc/$gender01/squad_reinforce_single02.vcd"
scene "scenes/npc/$gender01/squad_reinforce_single03.vcd"
scene "scenes/npc/$gender01/squad_reinforce_single04.vcd"
}
response CitizenJoinGroup
{
scene "scenes/npc/$gender01/squad_reinforce_group01.vcd"
scene "scenes/npc/$gender01/squad_reinforce_group02.vcd"
scene "scenes/npc/$gender01/squad_reinforce_group03.vcd"
scene "scenes/npc/$gender01/squad_reinforce_group04.vcd"
}
response CitizenJoinIndividualTrailing
{
scene "scenes/npc/$gender01/squad_reinforce_single01.vcd"
scene "scenes/npc/$gender01/squad_reinforce_single02.vcd"
scene "scenes/npc/$gender01/squad_reinforce_single03.vcd"
scene "scenes/npc/$gender01/squad_reinforce_single04.vcd"
}
response CitizenJoinGroupTrailing
{
scene "scenes/npc/$gender01/squad_reinforce_group01.vcd"
scene "scenes/npc/$gender01/squad_reinforce_group02.vcd"
scene "scenes/npc/$gender01/squad_reinforce_group03.vcd"
scene "scenes/npc/$gender01/squad_reinforce_group04.vcd"
}
rule CitizenJoinIndividual
{
criteria IsCitizen ConceptJoinPlayer JoinSquadIndividual
response CitizenJoinIndividual
}
rule CitizenJoinGroup
{
criteria IsCitizen ConceptJoinPlayer JoinSquadMultiple
response CitizenJoinGroup
}
rule CitizenJoinIndividualTrailing
{
criteria IsCitizen ConceptJoinPlayer JoinSquadIndividual TrailingReinforcement
response CitizenJoinIndividualTrailing
}
rule CitizenJoinGroupTrailing
{
criteria IsCitizen ConceptJoinPlayer JoinSquadMultiple TrailingReinforcement
response CitizenJoinGroupTrailing
}
response CitizenJoin_d3_c17_07
{
scene "scenes/Streetwar/tunnel/$gender01/d3_c17_07_tenant.vcd"
}
rule CitizenJoin_d3_c17_07
{
criteria IsCitizen ConceptJoinPlayer
"map" "d3_c17_07" required weight 1000
response CitizenJoin_d3_c17_07
matchonce
}
//============================================================================================================
// Commander mode follow speech SPECIAL CASE: first citizen in d3_17_03
//============================================================================================================
response "CitizenFollow_First"
{
scene "scenes/npc/$gender01/abouttime01.vcd"
}
rule CitizenFollow_First
{
criteria IsCitizen ConceptJoinPlayer JoinSquadIndividual Is_03_first
response CitizenFollow_First
}
//------------------------------------------------------------------------------------------------------------
response "CitizenUnFollow"
{
scene "scenes/npc/$gender01/illstayhere01.vcd"
scene "scenes/npc/$gender01/holddownspot01.vcd"
scene "scenes/npc/$gender01/holddownspot02.vcd"
scene "scenes/npc/$gender01/imstickinghere01.vcd"
scene "scenes/npc/$gender01/littlecorner01.vcd"
}
rule CitizenUnFollow
{
criteria IsCitizen ConceptTalkStopFollow
response CitizenUnFollow
}
//------------------------------------------------------------------------------------------------------------
// For ep1_c17_05
//------------------------------------------------------------------------------------------------------------
response "CitizenDenyCommand"
{
scene "scenes/npc/$gender01/illstayhere01.vcd"
scene "scenes/npc/$gender01/imstickinghere01.vcd"
}
rule CitizenDenyCommand
{
criteria IsCitizen ConceptTalkDenyCommand
response CitizenDenyCommand
}

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@@ -0,0 +1,878 @@
//============================================================================================================
// Vortigaunt criteria
//============================================================================================================
criterion "IsVortigaunt" "classname" "npc_vortigaunt" required
criterion "VortigauntCure" concept" "VORT_CURE" required
criterion "VortigauntCureStop" "concept" "VORT_CURESTOP" required
criterion "VortigauntCureInterrupt" "concept" "VORT_CURE_INTERRUPT" required
criterion "VortigauntAttack" "concept" "VORT_ATTACK" required
criterion "VortigauntMad" "concept" "VORT_MAD" required
criterion "VortigauntShot" "concept" "VORT_SHOT" required
criterion "VortigauntPain" "concept" "VORT_PAIN" required
criterion "VortigauntDie" "concept" "VORT_DIE" required
criterion "VortigauntKill" "concept" "VORT_KILL" required
criterion "VortigauntLineOfFire" "concept" "VORT_LINE_FIRE" required
criterion "VortigauntPOk" "concept" "VORT_POK" required
criterion "VortigauntExtractBugbait" "concept" "VORT_EXTRACT_START" required
criterion "VortigauntExtractBugbaitFinish" "concept" "VORT_EXTRACT_FINISH" required
criterion "VortNagKeepMovingOutland_11" "concept" "TLK_VortNag_KeepMoving" required
criterion "NotUsedVortResponse01" "UsedVortResponse01" "!=1" "required" weight 0
//============================================================================================================
// Vortigaunt Level Plus Use
//============================================================================================================
response VortUseEverywhere
{
scene "scenes/npc/vortigaunt/vort_affirmed.vcd"
scene "scenes/npc/vortigaunt/vort_vortigese05.vcd"
scene "scenes/npc/vortigaunt/vort_beofservice.vcd"
scene "scenes/npc/vortigaunt/vort_vort_chant21.vcd"
scene "scenes/npc/vortigaunt/vort_certainly.vcd"
scene "scenes/npc/vortigaunt/vort_vort_chant05.vcd"
scene "scenes/npc/vortigaunt/vort_forthefm.vcd"
scene "scenes/npc/vortigaunt/vort_freeman.vcd"
scene "scenes/npc/vortigaunt/vort_vort_mant04.vcd"
scene "scenes/npc/vortigaunt/vort_vort_livetoserve.vcd"
}
rule VortUseEverywhere
{
criteria IsVortigaunt ConceptTalkUse NotUsedVortResponse NotInCombat
applycontext "UsedVortResponse:1:20"
response VortUseEverywhere
}
response "VortTalkUse01"
{
scene "scenes/npc/vortigaunt/vort_leadus.vcd"
scene "scenes/npc/vortigaunt/vort_leadon.vcd"
sequential
norepeat
}
rule VortTalkUse01
{
criteria IsVortigaunt ConceptTalkUse IsMap_ep2_outland_01 NotUsedVortResponse01 NotUsedVortResponse NotInCombat
applycontext "UsedVortResponse:1:20,UsedVortResponse01:1:30"
response VortTalkUse01
}
response "VortLabUsedisable11"
{
scene "scenes\outland_11\vort_silo_maghonor02.vcd"
scene "scenes\outland_11\vort_silo_maghonor03.vcd"
scene "scenes\eli_lab\vort_elab_goaway.vcd"
}
rule IsVortLabUseDisable11
{
criteria ConceptTalkUse IsVortLabUseDisable NPCIdle NotUsedVortResponse IsMap_ep2_outland_11
applycontext "UsedVortResponse:1:20"
response VortLabUsedisable11
}
//------------------------------------------------------------------------------------------------------------
criterion "IsNotVortNoticedHurt" "VortNoticedHurt" "!=1" required
response "VortNoticeHurt"
{
NOREPEAT
scene "scenes/npc/vortigaunt/vort_combat_combined01.vcd"
scene "scenes/npc/vortigaunt/vort_combat_combined02.vcd"
}
rule VortNoticeHurt
{
criteria IsVortigaunt ConceptTalkPlayerHurt NoRecentCombatShort IsMap_ep3_outland_03 IsNotVortNoticedHurt PlayerWounded
applycontext "VortNoticedHurt:1:300"
response VortNoticeHurt
}
//TLK_VORTIGAUNT_DISPEL
response "VortAntlionCombatStart"
{
scene "scenes/npc/vortigaunt/vort_alert_antlions.vcd" respeakdelay 30
scene "scenes/npc/vortigaunt/vort_worry.vcd" respeakdelay 30
scene "scenes/npc/vortigaunt/vort_alert.vcd" respeakdelay 0
}
rule VortAntlionCombatStart
{
criteria IsVortigaunt ConceptStartCombat EnemyIsAntLion
response VortAntlionCombatStart
}
response "VortAntlionCombatStart2"
{
scene "scenes/npc/vortigaunt/vort_worry.vcd" respeakdelay 30
scene "scenes/npc/vortigaunt/vort_alert.vcd" respeakdelay 30
}
rule VortAntlionCombatStart2
{
criteria IsVortigaunt ConceptStartCombat
response VortAntlionCombatStart2
}
response "VortAntlionAttack"
{
scene "scenes/npc/vortigaunt/vort_vortigese03.vcd" respeakdelay 15
scene "scenes/npc/vortigaunt/vort_vortigese05.vcd" respeakdelay 15
scene "scenes/npc/vortigaunt/vort_vortigese09.vcd" respeakdelay 15
}
rule VortAntlionAttack
{
criteria IsVortigaunt ConceptTalkAttacking
applycontext "VortKill:1:10"
response VortAntlionAttack
}
response "VortigauntPain"
{
scene "scenes/npc/vortigaunt/vort_vortigese04.vcd" respeakdelay 30
scene "scenes/npc/vortigaunt/vort_vortigese07.vcd" respeakdelay 30
scene "scenes/npc/vortigaunt/vort_vortigese08.vcd" respeakdelay 30
}
rule VortigauntPain
{
criteria IsVortigaunt VortigauntPain
response VortigauntPain
}
criterion "contextvortkill" "VortKill" "1" required
response "VortigauntRangedKill"
{
scene "scenes/npc/vortigaunt/vort_returntoall.vcd" respeakdelay 15
scene "scenes/npc/vortigaunt/vort_yes.vcd" respeakdelay 15
scene "scenes/npc/vortigaunt/vort_tethercut.vcd" respeakdelay 15
scene "scenes/npc/vortigaunt/vort_passon.vcd" respeakdelay 15
scene "scenes/npc/vortigaunt/returnvoid.vcd" respeakdelay 15
}
rule VortigauntRangedKill
{
criteria IsVortigaunt ConceptEnemyDead
applycontext "VortKill:1:15"
response VortigauntRangedKill
}
criterion "NotVortPostKill" "VortPostKill" "!=1" required
response "VortCombatFun"
{
NOREPEAT
scene "scenes/npc/vortigaunt/vort_prevail.vcd"
scene "scenes/npc/vortigaunt/vort_goodfightwithus.vcd"
scene "scenes/npc/vortigaunt/vort_killsformidable.vcd"
scene "scenes/npc/vortigaunt/vort_goodtogether.vcd"
}
rule VortCombatFun
{
criteria IsVortigaunt IsMap_ep3_outland_03 ConceptPlayerKilledNPC contextvortkill NotVortPostKill
applycontext "VortPostKill:1:80"
response VortCombatFun
}
criterion "NotVortCompliment" "VortCompliment" "!=1" required
response "VortCombatCompliment"
{
scene "scenes/npc/vortigaunt/vort_excellent.vcd"
scene "scenes/npc/vortigaunt/vort_excellentshooting.vcd"
scene "scenes/npc/vortigaunt/vort_excellentshot.vcd"
scene "scenes/npc/vortigaunt/vort_exceptional.vcd"
}
rule VortCombatCompliment
{
criteria IsVortigaunt ConceptPlayerKilledNPC ContextPlayer1Shot NotVortCompliment
applycontext "VortCompliment:1:60"
response VortCombatCompliment
}
//response "Vort03Test"
//{
// scene "scenes/outland_02/vort_pre_revive_nag01.vcd"
// scene "scenes/outland_02/vort_pre_revive_nag02.vcd"
// scene "scenes/outland_02/vort_pre_revive_nag03.vcd"
// scene "scenes/outland_02/vort_pre_revive_nag04.vcd"
// scene "scenes/outland_02/vort_pre_revive_nag05.vcd"
//}
//
//rule Vort03Test
//{
// criteria IsVortigaunt IsMap_ep3_outland_03 ConceptTalkLook
// response Vort03Test
//}
criterion "VortsNagPlayerAlyxHealOutland02" "OUTLAND_02_VORTS_NAG_PLAYER" "1" required
response "NagPlayerHealAlyxVort"
{
scene "scenes/outland_02/vort_pre_revive_nag01.vcd"
scene "scenes/outland_02/vort_pre_revive_nag02.vcd"
scene "scenes/outland_02/vort_pre_revive_nag03.vcd"
scene "scenes/outland_02/vort_pre_revive_nag04.vcd"
scene "scenes/outland_02/vort_pre_revive_nag05.vcd"
}
rule NagPlayerHealAlyxVort
{
criteria IsVortigaunt ConceptVortsNagPlayerAlyxHealOutland02
response NagPlayerHealAlyxVort
}
criterion "VortAskingForHelp" "SaidProtectUs" "!=1" "required" weight 0
response "VortUnderAttackVort"
{
scene "scenes/outland_02/vort_turret_weneedhelpcometous.vcd"
scene "scenes/outland_02/vort_turret_weareunderattackdefendus.vcd"
scene "scenes/outland_02/vort_turret_defendus.vcd"
scene "scenes/outland_02/vort_turret_protectalyx.vcd"
scene "scenes/outland_02/vort_turret_protectus.vcd"
}
rule VortUnderAttackVort
{
criteria IsVortigaunt VortigauntPain IsVortHealingAlyx VortAskingForHelp
applycontext "SaidProtectUs:1:2,VortNeedsHelp:1:10"
response VortUnderAttackVort
}
response "NagPlayerKeepMovingOutland_11Vort"
{
scene "scenes/outland_11/vort_fmadvance.vcd"
scene "scenes/outland_11/vort_hastefm.vcd"
scene "scenes/outland_11/vort_fmmustmove.vcd"
}
rule NagPlayerKeepMovingOutland_11Vort
{
criteria IsVortigaunt PlayerNear VortNagKeepMovingOutland_11
response NagPlayerKeepMovingOutland_11Vort
}
//============================================================================================================
// Vortigaunt Hello speech
//============================================================================================================
response "VortigauntHello"
{
// scene "scenes/npc/vortigaunt/wellmet.vcd" delay "3,3.5" speakonce
// scene "scenes/npc/vortigaunt/isitthefm.vcd" delay "3,3.5" speakonce
// scene "scenes/npc/vortigaunt/itisthefm.vcd" delay "3,3.5" speakonce
// scene "scenes/npc/vortigaunt/thefreeman.vcd" delay "3,3.5" speakonce
// scene "scenes/npc/vortigaunt/beofservice.vcd" delay "3,3.5" speakonce
// scene "scenes/npc/vortigaunt/greetingsfm.vcd" delay "3,3.5" speakonce
// scene "scenes/npc/vortigaunt/neuroprints.vcd" delay "3,3.5" speakonce
// scene "scenes/npc/vortigaunt/salute.vcd" delay "3,3.5" speakonce
// scene "scenes/npc/vortigaunt/trulyitis.vcd" delay "3,3.5" speakonce
// scene "scenes/npc/vortigaunt/takeus.vcd" delay "3,3.5" speakonce
// scene "scenes/npc/vortigaunt/webeofuse.vcd" delay "3,3.5" speakonce
// scene "scenes/npc/vortigaunt/corporeal.vcd" delay "3,3.5" speakonce
// scene "scenes/npc/vortigaunt/seebeforeoureye.vcd" delay "3,3.5" speakonce
// scene "scenes/npc/vortigaunt/morethanmeets.vcd" delay "3,3.5" speakonce
// scene "scenes/npc/vortigaunt/weknowyou.vcd" delay "3,3.5" speakonce
// scene "scenes/npc/vortigaunt/putaside.vcd" delay "3,3.5" speakonce
// scene "scenes/npc/vortigaunt/mystery.vcd" delay "3,3.5" speakonce
}
rule VortigauntTlkHello
{
criteria IsVortigaunt ConceptTalkHello PlayerNear SeePlayer
response VortigauntHello
}
//------------------------------------------------------------------------------------------------------------
rule VortigauntPlayerHello
{
criteria IsVortigaunt ConceptTalkPHello
response NullResponse
}
//============================================================================================================
// Vortigaunt Questions & Responses speech
//============================================================================================================
response "VortigauntQuestion"
{
// scene "scenes/npc/vortigaunt/vques01.vcd" delay 1
// scene "scenes/npc/vortigaunt/vques02.vcd" delay 1
// scene "scenes/npc/vortigaunt/vques03.vcd" delay 1
// scene "scenes/npc/vortigaunt/vques04.vcd" delay 1
// scene "scenes/npc/vortigaunt/vques05.vcd" delay 1
// scene "scenes/npc/vortigaunt/vques06.vcd" delay 1
// scene "scenes/npc/vortigaunt/vques07.vcd" delay 1
// scene "scenes/npc/vortigaunt/vques08.vcd" delay 1
// scene "scenes/npc/vortigaunt/vques09.vcd" delay 1
// scene "scenes/npc/vortigaunt/vques10.vcd" delay 1
//
}
rule VortigauntTlkQuestion
{
criteria IsVortigaunt ConceptTalkQuestion
response VortigauntQuestion
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntAnswer"
{
// scene "scenes/npc/vortigaunt/vanswer01.vcd" delay 1
// scene "scenes/npc/vortigaunt/vanswer02.vcd" delay 1
// scene "scenes/npc/vortigaunt/vanswer03.vcd" delay 1
// scene "scenes/npc/vortigaunt/vanswer04.vcd" delay 1
// scene "scenes/npc/vortigaunt/vanswer05.vcd" delay 1
// scene "scenes/npc/vortigaunt/vanswer06.vcd" delay 1
// scene "scenes/npc/vortigaunt/vanswer07.vcd" delay 1
// scene "scenes/npc/vortigaunt/vanswer08.vcd" delay 1
// scene "scenes/npc/vortigaunt/vanswer09.vcd" delay 1
// scene "scenes/npc/vortigaunt/vanswer10.vcd" delay 1
// scene "scenes/npc/vortigaunt/vanswer11.vcd" delay 1
// scene "scenes/npc/vortigaunt/vanswer12.vcd" delay 1
// scene "scenes/npc/vortigaunt/vanswer13.vcd" delay 1
// scene "scenes/npc/vortigaunt/vanswer14.vcd" delay 1
// scene "scenes/npc/vortigaunt/vanswer15.vcd" delay 1
// scene "scenes/npc/vortigaunt/vanswer16.vcd" delay 1
// scene "scenes/npc/vortigaunt/vanswer17.vcd" delay 1
// scene "scenes/npc/vortigaunt/vanswer18.vcd" delay 1
}
rule VortigauntTlkAnswer
{
criteria IsVortigaunt ConceptTalkAnswer
response VortigauntAnswer
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntTalkUse"
{
sequential
norepeat
}
rule VortigauntTalkUse
{
criteria IsVortigaunt ConceptTalkUse
response VortigauntTalkUse
}
//============================================================================================================
// Vortigaunt Combat speech
//============================================================================================================
response "VortigauntCure"
{
scene "scenes/npc/vortigaunt/allowrecharge.vcd" defaultdelay
scene "scenes/npc/vortigaunt/wewillcharge.vcd" defaultdelay
scene "scenes/npc/vortigaunt/fmcanuse.vcd" defaultdelay
scene "scenes/npc/vortigaunt/here.vcd" defaultdelay
scene "scenes/npc/vortigaunt/acceptenergy.vcd" defaultdelay
scene "scenes/npc/vortigaunt/holdstill.vcd" defaultdelay
scene "scenes/npc/vortigaunt/acceptcharge.vcd" defaultdelay
scene "scenes/npc/vortigaunt/weshare.vcd" defaultdelay
scene "scenes/npc/vortigaunt/prepare.vcd" defaultdelay
}
rule VortigauntCure
{
criteria IsVortigaunt VortigauntCure
response VortigauntCure
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntCureStop"
{
scene "scenes/npc/vortigaunt/allwecanspare.vcd" defaultdelay
scene "scenes/npc/vortigaunt/allfornow.vcd" defaultdelay
scene "scenes/npc/vortigaunt/thatisall.vcd" defaultdelay
scene "scenes/npc/vortigaunt/done.vcd" defaultdelay
scene "scenes/npc/vortigaunt/keepfmsafe.vcd" defaultdelay
}
rule VortigauntCureStop
{
criteria IsVortigaunt VortigauntCureStop
response VortigauntCureStop
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntCureInterrupt"
{
scene "scenes/npc/vortigaunt/holdorcantcharge.vcd" defaultdelay
scene "scenes/npc/vortigaunt/hold.vcd" defaultdelay
scene "scenes/npc/vortigaunt/halt.vcd" defaultdelay
scene "scenes/npc/vortigaunt/fmstandstill.vcd" defaultdelay
scene "scenes/npc/vortigaunt/ifyoumove.vcd" defaultdelay
scene "scenes/npc/vortigaunt/movingtarget.vcd" defaultdelay
}
rule VortigauntCureInterrupt
{
criteria IsVortigaunt VortigauntCureInterrupt
response VortigauntCureInterrupt
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntAttack"
{
scene "scenes/npc/vortigaunt/tothevoid.vcd" defaultdelay
scene "scenes/npc/vortigaunt/allinoneinall.vcd" defaultdelay
scene "scenes/npc/vortigaunt/giveover.vcd" defaultdelay
scene "scenes/npc/vortigaunt/weclaimyou.vcd" defaultdelay
scene "scenes/npc/vortigaunt/undeserving.vcd" defaultdelay
scene "scenes/npc/vortigaunt/satisfaction.vcd" defaultdelay
scene "scenes/npc/vortigaunt/regrettable.vcd" defaultdelay
scene "scenes/npc/vortigaunt/allowme.vcd" defaultdelay
scene "scenes/npc/vortigaunt/livetoserve.vcd" defaultdelay
scene "scenes/npc/vortigaunt/returnvoid.vcd" defaultdelay
}
rule VortigauntAttack
{
criteria IsVortigaunt VortigauntAttack
response VortigauntAttack
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntMad"
{
// sentence "VORT_MAD" soundlevel "SNDLVL_NORM" delay "4"
}
rule VortigauntMad
{
criteria IsVortigaunt VortigauntMad
response VortigauntMad
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntShot"
{
// sentence "VORT_SHOT" soundlevel "SNDLVL_NORM" delay "4"
}
rule VortigauntShot
{
criteria IsVortigaunt VortigauntShot
response VortigauntShot
}
//------------------------------------------------------------------------------------------------------------
//response "VortigauntPain"
//{
// sentence "VORT_PAIN" defaultdelay
//}
//rule VortigauntPain
//{
// criteria IsVortigaunt VortigauntPain
// response VortigauntPain
//}
//------------------------------------------------------------------------------------------------------------
response "VortigauntDie"
{
// sentence "VORT_DIE" defaultdelay
}
rule VortigauntDie
{
criteria IsVortigaunt VortigauntDie
response VortigauntDie
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntKill"
{
scene "scenes/npc/vortigaunt/forthefm.vcd" delay 4
scene "scenes/npc/vortigaunt/forfreedom.vcd" delay 4
scene "scenes/npc/vortigaunt/tethercut.vcd" delay 4
scene "scenes/npc/vortigaunt/troubleus.vcd" delay 4
scene "scenes/npc/vortigaunt/dreamed.vcd" delay 4
scene "scenes/npc/vortigaunt/energyempower.vcd" delay 4
scene "scenes/npc/vortigaunt/empowerus.vcd" delay 4
scene "scenes/npc/vortigaunt/surge.vcd" delay 4
scene "scenes/npc/vortigaunt/yes.vcd" delay 4
scene "scenes/npc/vortigaunt/passon.vcd" delay 4
scene "scenes/npc/vortigaunt/nodenexus.vcd" delay 4
scene "scenes/npc/vortigaunt/returntoall.vcd" delay 4
}
rule VortigauntKill
{
criteria IsVortigaunt VortigauntKill
response VortigauntKill
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntLineOfFire"
{
scene "scenes/npc/vortigaunt/cautionfm.vcd" delay 4
scene "scenes/npc/vortigaunt/caution.vcd" delay 4
scene "scenes/npc/vortigaunt/fmbeware.vcd" delay 4
scene "scenes/npc/vortigaunt/ware.vcd" delay 4
scene "scenes/npc/vortigaunt/fmmustbeware.vcd" delay 4
scene "scenes/npc/vortigaunt/warefm.vcd" delay 4
scene "scenes/npc/vortigaunt/fminway.vcd" delay 4
scene "scenes/npc/vortigaunt/standclear.vcd" delay 4
scene "scenes/npc/vortigaunt/fmmustmove.vcd" delay 4
scene "scenes/npc/vortigaunt/warningfm.vcd" delay 4
scene "scenes/npc/vortigaunt/cannotfire.vcd" delay 4
}
rule VortigauntLineOfFire
{
criteria IsVortigaunt VortigauntLineOfFire
response VortigauntLineOfFire
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntPOk"
{
// sentence "VORT_POK" soundlevel "SNDLVL_NORM" delay "2"
}
rule VortigauntPOk
{
criteria IsVortigaunt VortigauntPOk
response VortigauntLineOfFire
}
//============================================================================================================
// Vortigaunt Misc speech
//============================================================================================================
response "VortigauntIdle"
{
// scene "scenes/npc/vortigaunt/poet.vcd"
// scene "scenes/npc/vortigaunt/hopeless.vcd"
// scene "scenes/npc/vortigaunt/alldear.vcd"
// scene "scenes/npc/vortigaunt/prevail.vcd"
// scene "scenes/npc/vortigaunt/seenworse.vcd"
// scene "scenes/npc/vortigaunt/persevere.vcd"
// scene "scenes/npc/vortigaunt/worthless.vcd"
// scene "scenes/npc/vortigaunt/whereto.vcd"
}
rule VortigauntTlkIdle
{
criteria IsVortigaunt ConceptTalkIdle
response VortigauntIdle
}
//------------------------------------------------------------------------------------------------------------
rule VortigauntPlayerIdle
{
criteria IsVortigaunt ConceptTalkPIdle
response NullResponse
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntStare"
{
// scene "scenes/npc/vortigaunt/optical.vcd"
// scene "scenes/npc/vortigaunt/unclear.vcd"
// scene "scenes/npc/vortigaunt/opaque.vcd"
// scene "scenes/npc/vortigaunt/rememberus.vcd"
// scene "scenes/npc/vortigaunt/stillhere.vcd"
// scene "scenes/npc/vortigaunt/calm.vcd"
}
rule VortigauntTlkStare
{
criteria IsVortigaunt ConceptTalkStare
response VortigauntStare
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntOk"
{
scene "scenes/npc/vortigaunt/itishonor.vcd"
scene "scenes/npc/vortigaunt/wehonored.vcd"
scene "scenes/npc/vortigaunt/ourhonor.vcd"
scene "scenes/npc/vortigaunt/honorfollow.vcd"
scene "scenes/npc/vortigaunt/accompany.vcd"
scene "scenes/npc/vortigaunt/gladly.vcd"
scene "scenes/npc/vortigaunt/pleasure.vcd"
scene "scenes/npc/vortigaunt/wefollowfm.vcd"
scene "scenes/npc/vortigaunt/honorours.vcd"
scene "scenes/npc/vortigaunt/gloriousend.vcd"
scene "scenes/npc/vortigaunt/bodyyours.vcd"
scene "scenes/npc/vortigaunt/allwehave.vcd"
scene "scenes/npc/vortigaunt/weareyours.vcd"
scene "scenes/npc/vortigaunt/dedicate.vcd"
scene "scenes/npc/vortigaunt/mutual.vcd"
scene "scenes/npc/vortigaunt/leadus.vcd"
scene "scenes/npc/vortigaunt/onward.vcd"
scene "scenes/npc/vortigaunt/forward.vcd"
scene "scenes/npc/vortigaunt/propitious.vcd"
scene "scenes/npc/vortigaunt/leadon.vcd"
scene "scenes/npc/vortigaunt/fmhonorsus.vcd"
scene "scenes/npc/vortigaunt/fmdoesushonor.vcd"
scene "scenes/npc/vortigaunt/yesforward.vcd"
scene "scenes/npc/vortigaunt/wewillhelp.vcd"
scene "scenes/npc/vortigaunt/assent.vcd"
}
rule VortigauntTlkStartFollow
{
criteria IsVortigaunt ConceptTalkStartFollow
response VortigauntOk
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntWait"
{
scene "scenes/npc/vortigaunt/canconvince.vcd"
scene "scenes/npc/vortigaunt/fmknowsbest.vcd"
scene "scenes/npc/vortigaunt/willremain.vcd"
scene "scenes/npc/vortigaunt/fearfailed.vcd"
scene "scenes/npc/vortigaunt/servebetterhere.vcd"
scene "scenes/npc/vortigaunt/certainly.vcd"
scene "scenes/npc/vortigaunt/herewestay.vcd"
scene "scenes/npc/vortigaunt/asyouwish.vcd"
scene "scenes/npc/vortigaunt/ourplacehere.vcd"
scene "scenes/npc/vortigaunt/affirmed.vcd"
}
rule VortigauntTlkStopFollow
{
criteria IsVortigaunt ConceptTalkStopFollow
response VortigauntWait
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntStop"
{
// sentence "VORT_STOP" delay "2,2.5" soundlevel "SNDLVL_NORM"
}
rule VortigauntTlkStop
{
criteria IsVortigaunt ConceptTalkStop
response VortigauntStop
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntScared"
{
// sentence "VORT_SCARED" delay "0,0.4"
}
rule VortigauntTlkNoShoot
{
criteria IsVortigaunt ConceptTalkNoShoot
response VortigauntScared
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntCureA"
{
// sentence "VORT_CUREA" defaultdelay speakonce
}
rule VortigauntPlayerHurt1
{
criteria IsVortigaunt ConceptTalkPlayerHurt1
response VortigauntCureA
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntCureB"
{
// sentence "VORT_CUREB" defaultdelay speakonce
}
rule VortigauntPlayerHurt2
{
criteria IsVortigaunt ConceptTalkPlayerHurt2
response VortigauntCureB
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntCureC"
{
// sentence "VORT_CUREC" defaultdelay speakonce
}
rule VortigauntPlayerHurt3
{
criteria IsVortigaunt ConceptTalkPlayerHurt3
response VortigauntCureC
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntPQuest"
{
// sentence "VORT_PQUEST" defaultdelay
}
rule VortigauntPlayerQuestion
{
criteria IsVortigaunt ConceptTalkPQuestion
response VortigauntPQuest
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntSmell"
{
// sentence "VORT_SMELL" defaultdelay respeakdelay "60"
}
rule VortigauntTlkSmell
{
criteria IsVortigaunt ConceptTalkSmell
response VortigauntSmell
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntWound"
{
// sentence "VORT_WOUND" speakonce defaultdelay
}
rule VortigauntTlkWound
{
criteria IsVortigaunt ConceptTalkWound
response VortigauntWound
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntMortal"
{
// sentence "VORT_MORTAL" speakonce defaultdelay
}
rule VortigauntTlkMortal
{
criteria IsVortigaunt ConceptTalkMortal
response VortigauntMortal
}
//============================================================================================================
// Vortigaunt Leader speech (a vortigaunt that's leading the player somewhere)
//============================================================================================================
response "VortigauntLeadStart"
{
scene "scenes/npc/vortigaunt/fmmustfollow.vcd"
}
rule VortigauntLeadStart
{
criteria IsVortigaunt ConceptLeadStart
response VortigauntLeadStart
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntLeadCatchup"
{
scene "scenes/npc/vortigaunt/yesforward.vcd"
scene "scenes/npc/vortigaunt/followfm.vcd"
}
rule VortigauntLeadCatchup
{
criteria IsVortigaunt ConceptLeadCatchup
response VortigauntLeadCatchup
}
//============================================================================================================
// Vortigaunt coast specific speech
//============================================================================================================
response "VortigauntExtractBugbait"
{
scene "scenes/coast/bugbait/vort_extract01.vcd" defaultdelay
}
rule VortigauntTlkExtractBugbait
{
criteria IsVortigaunt VortigauntExtractBugbait
response VortigauntExtractBugbait
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntExtractBugbaitFinish"
{
scene "scenes/coast/bugbait/vort_podsforyou01.vcd" defaultdelay
}
rule VortigauntTlkExtractBugbaitFinish
{
criteria IsVortigaunt VortigauntExtractBugbaitFinish
response VortigauntExtractBugbaitFinish
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntGetBugbait"
{
scene "scenes/coast/bugbait/vort_podnag.vcd" defaultdelay
}
rule VortigauntTlkLeadGetBugbait
{
criteria IsVortigaunt ConceptLeadMissingWeapon
response VortigauntGetBugbait
}

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// This is the base rule script file for the AI response system for Expressive AI's who speak based on certain "Concepts"
// You can think of a concept as a high level state that the code is trying to convey, such as say hello, or say you're mad, etc.
//
// The format of this file is that there are five main types of commands:
// 1) #include "filename" // This just causes the included scriptfile to be parsed and added to the database
// 2) enumeration: this declares an enumerated type so that comparisons can be matched against the string versions of the type
// 3) response: this specifies a response to issue. A response consists of a weighted set of options and can recursively reference
// other responses by name
// 4) criterion: This is a match condition
// 5) rule: a rule consists of one or more criteria and a response
//
// In general, the system is presented with a criteria set, which is a set of key value pairs generated by the game code and
// various entity I/O and keyfields. For instance, the following criteria set was created in a map with a train terminal
// "speaker" entity wishing to fire random station announcements
// concept = 'train_speaker' (weight 5.000000) ; the high level concept for the search request
// map = 'terminal_pa' ; the name of the map
// classname = 'speaker' ; the classname and name of the "speaking" entity
// name = 'terminal_pa'
// health = '10' ; the absolute health of the speaking entity
// healthfrac = '0.000' ; the health fraction (health/maxhealth) of the speaking entity
// playerhealth = '100' ; similar data related to the current player:
// playerhealthfrac = '1.000'
// playerweapon = 'none' ; the name of the weapon the player is carrying
// playeractivity = 'ACT_WALK' ; animating activity of the player
// playerspeed = '0.000' ; how fast the player is moving
//
// Based on such a criteria set, the system checks each rule against the set. To do this, each criterion of the rule is
// given a numeric score as follows:
// score = 0 if criteria doesn't match or, criterion weight * keyvaliue weight if it does match
// The final score for a rule is the sum of all of the scores of its criteria. The best rule is the one with the highest
// score. Once a best rule is selected, then a response is looked up based on the response definitions and the engine is
// asked to dispatch that response.
//
// The specific syntax for the various keywords is as follows:
//
// ENUMERATIONS:
//
// enumeration <enumerationname>
// {
// "key1" "value1"
// "key2" "value2"
// ...etc.
// }
// The code and criteria refer to enumerations with square brackets and a double colon separator, e.g.:
// [enumerationname::key1]
//
//
// RESPONSES:
//
// Single line:
// response <responsegroupname> [nodelay | defaultdelay | delay interval ] [speakonce] [noscene] [odds nnn] [respeakdelay interval] [soundlevel "SNDLVL_xxx"] [stop_on_nonidle] responsetype parameters
// Multiple lines
// response <responsegroupname>
// {
// [permitrepeats] ; optional parameter, by default we visit all responses in group before repeating any
// [sequential] ; optional parameter, by default we randomly choose responses, but with this we walk through the list starting at the first and going to the last
// [norepeat] ; Once we've run through all of the entries, disable the response group
// responsetype1 parameters1 [nodelay | defaultdelay | delay interval ] [speakonce] [odds nnn] [respeakdelay interval] [soundelvel "SNDLVL_xxx"] [displayfirst] [ displaylast ] [ stop_on_nonidle ] weight nnn
// responsetype2 parameters2 [nodelay | defaultdelay | delay interval ] [speakonce] [odds nnn] [respeakdelay interval] [soundelvel "SNDLVL_xxx"] [displayfirst] [ displaylast ] [ stop_on_nonidle ] weight nnn
// etc.
// }
// Where:
// interval = "startnumber,endnumber" or "number" (e.g., "2.8,3.2" or "3.2")
// responsetype =:
// speak ; it's an entry in sounds.txt
// sentence ; it's a sentence name from sentences.txt
// scene ; it's a .vcd file
// response ; it's a reference to another response group by name
// print ; print the text in developer 2 (for placeholder responses)
// nodelay = an additional delay of 0 after speaking
// defaultdelay = an additional delay of 2.8 to 3.2 seconds after speaking
// delay interval = an additional delay based on a random sample from the interval after speaking
// speakonce = don't use this response more than one time (default off)
// noscene = For an NPC, play the sound immediately using EmitSound, don't play it through the scene system. Good for playing sounds on dying or dead NPCs.
// odds = if this response is selected, if odds < 100, then there is a chance that nothing will be said (default 100)
// respeakdelay = don't use this response again for at least this long (default 0)
// soundlevel = use this soundlevel for the speak/sentence (default SNDLVL_TALKING)
// weight = if there are multiple responses, this is a selection weighting so that certain responses are favored over others in the group (default 1)
// displayfirst/displaylast : this should be the first/last item selected (ignores weight)
// stop_on_nonidle = If this response starts a .vcd, and during that scene the NPC changes out of idle state (e.g. sees an enemy), stop the .vcd
//
// CRITERIA:
//
// criterion <criterionname> <matchkey> <matchvalue> weight nnn required
// Where:
// matchkey matches one of the criteria in the set as shown above
// matchvalue is a string or number value or a range, the following are all valid:
// "0" ; numeric match to value 0
// "1" ; numeric match to value 1
// "weapon_smg1" ; string match to weapon_smg1 string
// "[npcstate::idle]" ; match enumeration by looking up numeric value
// ">0" ; match if greater than zero
// ">10,<=50" ; match if greater than ten and less than or equal to 50
// ">0,<[npcstate::alert]" ; match if greater than zer and les then value of enumeration for alert
// "!=0" ; match if not equal to zero
// weight = floating point weighting for score assuming criteria match (default value 1.0)
// required: if a rule has one or more criteria with the required flag set, then if any such criteria
// fail, the entire rule receives a score of zero
//
// RULE:
//
// rule <rulename>
// {
// criteria name1 [name2 name3 etc.]
// response responsegroupname [responsegroupname2 etc.]
// [matchonce] ; optional parameter
// [ <matchkey > <matchvalue> weight nnn required ]
// }
// Where:
// criteria just lies one more more criterion names from above and response list one or more of the response
// names from above (usually just one)
// matchonce (off by default): means that the rule is deactivated after the first time it is matched
// Note that additional "unnamed" criteria can be specified inline in the rule using the same syntax
// as for defining a criterion, except for the criterion keyword and the criterion name keys
//
// Interaction with entity I/O system
// CBaseEntity contains an inputfunc called "DispatchResponse" which accepts a string which is a concept name
// Thus, a game entity can fire this input on another entity with a concept string and a criteria set will
// be generated and searched against the entities current response system rule set.
// Right now only the speaker entity and NPC_Talker derived NPCs have any response rules loaded
// In addition, map placed entities have up to three "context" keypairs that can be specified.
// They take the form: "key:value" (key, single colon separator, value)
// When an entity with any such context keypairs is asked to dispatch a response, the keypairs are added to the
// criteria set passed to the rule system. Thus, map placed entities and triggers can specify their
// own context keypairs and these can be hooked up to response rules to do map-specific and appropriate
// responses
// In addition, entity I/O can be used to add, remove and clear any such context keypairs via the
// AddContext, RemoveContext, and ClearContext input functions.
// AddContext takes a keypair of the "key:value" format, while RemoveContext take just the "key"
// ClearContext removes all context keypairs
// The game .dll code can enumerate context keypairs and change them via code based methods
//
// The player and the world have their context added with the string player or world as a prefix, e.g.:
// "playerkey:value" or "worldkey:value" to differentiate world/player context from the context of the
// responding entity.
// Base script
#include "talker/response_criteria.txt"
// Test rules
#include "talker/interjections.txt"
#include "talker/npc_combine.txt"
#include "talker/response_k_lab.txt"
#include "talker/response_eli_lab.txt"
#include "talker/npc_vortigaunt.txt"
#include "talker/npc_citizen.txt"
#include "talker/npc_citizen_scenes.txt"
//#include "talker/npc_grigori.txt"
//#include "talker/npc_barney.txt"
#include "talker/npc_alyx.txt"
#include "talker/npc_alyx_episodic.txt"
#include "talker/npc_alyx_episodic_scenes.txt"
//#include "talker/npc_barney_episodic.txt"
#include "talker/nags_Alyx.txt"
#include "talker/npc_alyx_vehicle.txt"

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@@ -0,0 +1,278 @@
//TITLES FOR HALF-LIFE 2
// Position command $position x y
// x & y are from 0 to 1 to be screen resolution independent
// -1 means center in each dimension
// Effect command $effect <effect number>
// effect 0 is fade in/fade out
// effect 1 is flickery credits
// effect 2 is write out (training room)
// Text color r g b command $color
// fadein time fadeout time / hold time
// $fadein (message fade in time - per character in effect 2)
// $fadeout (message fade out time)
// $holdtime (stay on the screen for this long)
//INTRO TITLES
// All centered for now
$position -1 -1
$effect 2
// This is the final color
$color 100 100 100
// This is the highlight color
$color2 240 110 0
// This is the time it takes to fade each character
$fadein 0.01
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.25
// How long to hold the message on the screen (after it scans out)
$holdtime 3.5
// How long it takes to fade out the message after holding
$fadeout 1.5
//INTRO CREDITS
// Test values -- JAY
// Lower left
$position 0.1 0.8
$effect 1
// Final fade-in color
$color 128 128 128
// This is the highlight/flash color
$color2 0 0 0
$fadein 1.5
$fadeout 0.5
$holdtime 1.2
CR1
{
Testing 1
}
CR2
{
Testing 2
}
CR3
{
Testing 3
}
//INTRO TITLES
// All centered for now
$position -1 -1
$effect 2
// This is the final color
$color 100 100 100
// This is the highlight color
$color2 240 110 0
// This is the time it takes to fade each character
$fadein 0.01
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.25
// How long to hold the message on the screen (after it scans out)
$holdtime 3.5
// How long it takes to fade out the message after holding
$fadeout 1.5
GAMEOVER_ALLY
{
#HL2_GameOver_Ally
}
GAMEOVER_OBJECT
{
#HL2_GameOver_Object
}
GAMEOVER_TIMER
{
#HL2_GameOver_Timer
}
GAMEOVER_STUCK
{
#HL2_GameOver_Stuck
}
GAMEOVER_ALYXDEAD
{
#Episodic_GameOver_AlyxDead
}
GAMEOVER_ALYXLEFT
{
#EP2_GameOver_AlyxLeft
}
$fadein 0.03
$holdtime 9
//CHAPTER TITLES
$fadein 0.01
$holdtime 3.5
$position -1 0.58
EP2_CHAPTER1_TITLE
{
#ep2_Chapter1_Title
}
EP2_CHAPTER2_TITLE
{
#ep2_Chapter2_Title
}
EP2_CHAPTER3_TITLE
{
#ep2_Chapter3_Title
}
EP2_CHAPTER4_TITLE
{
#ep2_Chapter4_Title
}
EP2_CHAPTER5_TITLE
{
#ep2_Chapter5_Title
}
EP2_CHAPTER6_TITLE
{
#ep2_Chapter6_Title
}
EP2_CHAPTER7_TITLE
{
#ep2_Chapter7_Title
}
EP2_CHAPTER8_TITLE
{
#ep2_Chapter8_Title
}
EP2_CHAPTER9_TITLE
{
#ep2_Chapter9_Title
}
// In-Game messages
$position 0.1 0.1
$effect 2
// This is the final color
$color 100 100 100
// This is the highlight color
$color2 240 110 0
// This is the time it takes to fade each character
$fadein 0.00
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.0
// How long to hold the message on the screen (after it scans out)
$holdtime 0.01
// How long it takes to fade out the message after holding
$fadeout 0.01
$boxsize 0.4
$boxcolor 31 31 31 127
GAMESAVING_360
{
#HL2_Saving
}
$position -1 0.65
GAMESAVING
{
#HL2_Saving
}
// In-Game messages
$position 0.1 0.1
$effect 2
// This is the final color
$color 100 100 100
// This is the highlight color
$color2 240 110 0
// This is the time it takes to fade each character
$fadein 0.00
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.15
// How long to hold the message on the screen (after it scans out)
$holdtime 1.0
// How long it takes to fade out the message after holding
$fadeout 0.25
$boxsize 0.4
$boxcolor 31 31 31 127
// The following message will clear any existing message of the given name
$clearmessage GAMESAVING
GAMESAVED_360
{
#HL2_Saved
}
$position -1 0.65
GAMESAVED
{
#HL2_Saved
}
$clearmessage 0
// Game title
// This is a placeholder to hold the effects controls for the "Half-Life" title
$position -1 -1
// Only effect 0 is supported for game title
$effect 0
// This is the final color
$color 180 180 180
// Not used color2
$color2 0 0 0
// This is the time it takes to fade in the title
$fadein 1.0
// How long to hold the message on the screen (after it scans out)
$holdtime 3.0
// How long it takes to fade out the message after holding
$fadeout 1.5
$boxsize 0.0
GAMETITLE
{
Half-Life
}
//HAZARD COURSE TEXT
// Test values -- JAY
$position -1 0.65
// Scan-out text effect
$effect 2
// This is the final color
$color 100 100 100
// This is the highlight color
$color2 0 200 50
// This is the time it takes to fade each character
$fadein 0.005
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.5
// How long to hold the message on the screen (after it scans out)
$holdtime 3.5
// How long it takes to fade out the message after holding
$fadeout 1.5
$position -1 0.65
$position -1 0.3

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"VGUI_Screens"
{
// This name here can be referenced from within a
// vgui_screen entity to select this vgui panel
"vgui_test_screen"
{
// The type indicates which type of panel to create
// Coders will add new types as time goes by.
// "vgui_screen_panel" is a generic panel type which can
// read in .res files that have been built by VGUI's build mode dialog.
"type" "vgui_screen_panel"
// These describe the dimensions of the screen *in pixels*
"pixelswide" 480
"pixelshigh" 240
// This is the name of the .res file to load up and apply to the vgui panel
"resfile" "scripts/screens/vgui_test_screen.res"
}
"teleport_countdown_screen"
{
// Defined in c_info_teleporter_countdown.cpp
"type" "teleport_countdown_screen"
// These describe the dimensions of the screen *in pixels*
"pixelswide" 480
"pixelshigh" 240
// This is the name of the .res file to load up and apply to the vgui panel
"resfile" "scripts/screens/teleport_countdown_screen.res"
}
"jalopy_radar_panel"
{
"type" "jalopy_radar_panel"
"pixelswide" "128"
"pixelshigh" "128"
"resfile" "scripts/screens/jalopy_radar_panel.res"
}
}

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map sdk_vehicles

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map sdk_vehicles

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map sdk_vehicles

1384
sp/game/mod_hl2/detail.vbsp Normal file

File diff suppressed because it is too large Load Diff

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"GameInfo"
{
game "My First HL2 Mod"
title "HALF-LIFE'"
title2 ""
type singleplayer_only
FileSystem
{
SteamAppId 243730 // This sets the app ID in Steam. This is the Source SDK Base 2013 Singleplayer
//
// The code that loads this file automatically does a few things here:
//
// 1. For each "Game" search path, it adds a "GameBin" path, in <dir>\bin
// 2. For each "Game" search path, it adds another "Game" path in front of it with _<langage> at the end.
// For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it.
// 3. For the first "Game" search path, it adds a search path called "MOD".
// 4. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH".
//
//
// Search paths are relative to the base directory, which is where hl2.exe is found.
//
// |gameinfo_path| points at the directory where gameinfo.txt is.
// We always want to mount that directory relative to gameinfo.txt, so
// people can mount stuff in c:\mymod, and the main game resources are in
// someplace like c:\program files\valve\steam\steamapps\half-life 2.
//
SearchPaths
{
// First, mount all user customizations. This will search for VPKs and subfolders
// and mount them in alphabetical order. The easiest way to distribute a mod is to
// pack up the custom content into a VPK. To "install" a mod, just drop it in this
// folder.
//
// Note that this folder is scanned only when the game is booted.
game+mod hl2/custom/*
// Now search loose files. We'll set the directory containing the gameinfo.txt file
// as the first "mod" search path (after any user customizations). This is also the one
// that's used when writing to the "mod" path.
game+mod+mod_write+default_write_path |gameinfo_path|.
gamebin |gameinfo_path|bin
// We search VPK files before ordinary folders, because most files will be found in
// VPK and we can avoid making thousands of file system calls to attempt to open files
// in folders where they don't exist. (Searching a VPK is much faster than making an operating
// system call.)
game_lv hl2/hl2_lv.vpk
game |all_source_engine_paths|hl2/hl2_english.vpk
game |all_source_engine_paths|hl2/hl2_pak.vpk
game |all_source_engine_paths|hl2/hl2_textures.vpk
game |all_source_engine_paths|hl2/hl2_sound_vo_english.vpk
game |all_source_engine_paths|hl2/hl2_sound_misc.vpk
game |all_source_engine_paths|hl2/hl2_misc.vpk
platform |all_source_engine_paths|platform/platform_misc.vpk
// Add the HL2 directory as a game search path. This is also where where writes
// to the "game" path go.
game+game_write hl2
// Where the game's binaries are
gamebin hl2_mod/bin
// Last, mount in shared HL2 loose files
game |all_source_engine_paths|hl2
platform |all_source_engine_paths|platform
}
}
}

182
sp/game/mod_hl2/lights.rad Normal file
View File

@@ -0,0 +1,182 @@
ldr: lights/fluorescentcool001a 189 231 232 350
hdr: lights/fluorescentcool001a 189 231 232 175
ldr: lights/fluorescentcool001b 236 255 182 350
hdr: lights/fluorescentcool001b 236 255 182 175
ldr: lights/fluorescentcool002a 189 231 232 400
hdr: lights/fluorescentcool002a 189 231 232 200
ldr: lights/fluorescentcool002b 236 255 182 400
hdr: lights/fluorescentcool002b 236 255 182 200
ldr: lights/fluorescentcool003a 189 231 232 300
hdr: lights/fluorescentcool003a 189 231 232 150
ldr: lights/fluorescentwarm001a 239 216 193 350
hdr: lights/fluorescentwarm001a 239 216 193 175
ldr: lights/fluorescentwarm002a 239 216 193 400
hdr: lights/fluorescentwarm002a 239 216 193 200
ldr: lights/fluorescentwhite001a 245 245 245 350
hdr: lights/fluorescentwhite001a 245 245 245 175
ldr: lights/fluorescentwhite002a 245 245 245 400
hdr: lights/fluorescentwhite002a 245 245 245 200
ldr: lights/hazzardred001a 228 37 0 300
hdr: lights/hazzardred001a 228 37 0 150
ldr: lights/hazzardyellow001a 250 215 74 300
hdr: lights/hazzardyellow001a 250 215 74 150
ldr: lights/HIDcool001a 145 222 172 650
hdr: lights/HIDcool001a 145 222 172 325
ldr: lights/HIDcool001b 205 232 255 650
hdr: lights/HIDcool001b 205 232 255 325
ldr: lights/HIDwarm001a 255 201 116 650
hdr: lights/HIDwarm001a 255 201 116 325
ldr: lights/white001 250 240 205 100
hdr: lights/white001 250 240 205 50
ldr: lights/white002 189 233 247 425
hdr: lights/white002 189 233 247 212
ldr: lights/white003 232 246 190 350
hdr: lights/white003 232 246 190 175
ldr: lights/white004 170 228 247 425
hdr: lights/white004 170 228 247 100
ldr: lights/white005 234 235 220 375
hdr: lights/white005 234 235 220 187
ldr: lights/white006 234 235 220 100
hdr: lights/white006 234 235 220 50
ldr: lights/white001_nochop 250 240 205 100
hdr: lights/white001_nochop 250 240 205 50
ldr: lights/white002_nochop 189 233 247 425
hdr: lights/white002_nochop 189 233 247 212
ldr: lights/white003_nochop 232 246 190 350
hdr: lights/white003_nochop 232 246 190 175
ldr: lights/white004_nochop 170 228 247 425
hdr: lights/white004_nochop 170 228 247 100
ldr: lights/white005_nochop 234 235 220 375
hdr: lights/white005_nochop 234 235 220 187
ldr: lights/white006_nochop 234 235 220 100
hdr: lights/white006_nochop 234 235 220 50
ldr: lights/incandescentcool001a 235 235 235 300
hdr: lights/incandescentcool001a 235 235 235 150
ldr: lights/incandescentwarm001a 250 226 129 300
hdr: lights/incandescentwarm001a 250 226 129 150
ldr: glass/glassscreen001a 172 192 161 225
hdr: glass/glassscreen001a 172 192 161 112
ldr: glass/glasspipe001f 214 72 44 200
hdr: glass/glasspipe001f 214 72 44 100
ldr: glass/glassscreen001c 172 192 161 225
hdr: glass/glassscreen001c 172 192 161 112
ldr: glass/glassscreen001d 211 187 134 225
hdr: glass/glassscreen001d 211 187 134 112
ldr: glass/glassblock001a 70 194 209 200
hdr: glass/glassblock001a 70 194 209 100
ldr: composite/citadelfloor001a 103 143 203 200
hdr: composite/citadelfloor001a 103 143 203 100
ldr: props/tvscreen006a 196 0 0 200
hdr: props/tvscreen006a 196 0 0 100
ldr: shadertest/gooinglass 149 49 15 50
hdr: shadertest/gooinglass 149 49 15 25
ldr: glass/glasswindow002e 189 233 247 425
hdr: glass/glasswindow002e 189 233 247 212
ldr: glass/glasswindow035a 145 222 172 100
hdr: glass/glasswindow035a 145 222 172 50
ldr: dev/DEV_INTERIORLIGHT02B 151 176 204 225
hdr: dev/DEV_INTERIORLIGHT02B 151 176 204 112
ldr: plaster/plasterwall029h 189 223 227 125
hdr: plaster/plasterwall029h 189 223 227 62
ldr: building_template/Building_Trainstation_Template001d 230 230 200 65
hdr: building_template/Building_Trainstation_Template001d 230 230 200 32
ldr: building_template/Building_Trainstation_Template001e 230 230 200 150
hdr: building_template/Building_Trainstation_Template001e 230 230 200 75
ldr: building_template/Building_Trainstation_window002d 230 230 200 300
hdr: building_template/Building_Trainstation_window002d 230 230 200 150
ldr: building_template/Building_Trainstation_window002e 230 230 200 300
hdr: building_template/Building_Trainstation_window002e 230 230 200 150
ldr: lights/physgunlight 189 231 232 20
hdr: lights/physgunlight 189 231 232 10
noshadow tree_deciduous_01a_branches.vmt
noshadow tree_deciduous_01a_leaves.vmt
noshadow tree_deciduous_01a_lod.vmt
noshadow tree_deciduous_01a_lod-leaves.vmt
forcetextureshadow props_wasteland/exterior_fence_notbarbed002a.mdl
forcetextureshadow props_wasteland/exterior_fence_notbarbed002b.mdl
forcetextureshadow props_wasteland/exterior_fence_notbarbed002c.mdl
forcetextureshadow props_wasteland/exterior_fence_notbarbed002d.mdl
forcetextureshadow props_wasteland/exterior_fence_notbarbed002e.mdl
forcetextureshadow props_wasteland/exterior_fence_notbarbed002f.mdl
forcetextureshadow props_wasteland/exterior_fence001a.mdl
forcetextureshadow props_wasteland/exterior_fence001b.mdl
forcetextureshadow props_wasteland/exterior_fence002a.mdl
forcetextureshadow props_wasteland/exterior_fence002b.mdl
forcetextureshadow props_wasteland/exterior_fence002c.mdl
forcetextureshadow props_wasteland/exterior_fence002d.mdl
forcetextureshadow props_wasteland/exterior_fence002e.mdl
forcetextureshadow props_wasteland/exterior_fence003a.mdl
forcetextureshadow props_wasteland/exterior_fence003b.mdl
forcetextureshadow props_foliage/tree_cliff_01a.mdl
forcetextureshadow props_foliage/tree_cliff_02a.mdl
forcetextureshadow props_foliage/tree_deciduous_01a-lod.mdl
forcetextureshadow props_foliage/tree_deciduous_01a.mdl
forcetextureshadow props_foliage/tree_deciduous_02a.mdl
forcetextureshadow props_foliage/tree_deciduous_03a.mdl
forcetextureshadow props_foliage/tree_deciduous_03b.mdl
forcetextureshadow props_foliage/tree_poplar_01.mdl
forcetextureshadow props_wasteland/interior_fence001a.mdl
forcetextureshadow props_wasteland/interior_fence001b.mdl
forcetextureshadow props_wasteland/interior_fence001c.mdl
forcetextureshadow props_wasteland/interior_fence001d.mdl
forcetextureshadow props_wasteland/interior_fence001e.mdl
forcetextureshadow props_wasteland/interior_fence001g.mdl
forcetextureshadow props_wasteland/interior_fence002a.mdl
forcetextureshadow props_wasteland/interior_fence002b.mdl
forcetextureshadow props_wasteland/interior_fence002c.mdl
forcetextureshadow props_wasteland/interior_fence002d.mdl
forcetextureshadow props_wasteland/interior_fence002e.mdl
forcetextureshadow props_wasteland/interior_fence002f.mdl
forcetextureshadow props_wasteland/interior_fence003a.mdl
forcetextureshadow props_wasteland/interior_fence003b.mdl
forcetextureshadow props_wasteland/interior_fence003d.mdl
forcetextureshadow props_wasteland/interior_fence003e.mdl
forcetextureshadow props_wasteland/interior_fence003f.mdl
forcetextureshadow props_wasteland/interior_fence004a.mdl
forcetextureshadow props_wasteland/interior_fence004b.mdl

Binary file not shown.

View File

@@ -0,0 +1,798 @@
///////////////////////////////////////////////////////////
// Tracker scheme resource file
//
// sections:
// Colors - all the colors used by the scheme
// BaseSettings - contains settings for app to use to draw controls
// Fonts - list of all the fonts used by app
// Borders - description of all the borders
//
///////////////////////////////////////////////////////////
Scheme
{
//////////////////////// COLORS ///////////////////////////
// color details
// this is a list of all the colors used by the scheme
Colors
{
}
///////////////////// BASE SETTINGS ////////////////////////
//
// default settings for all panels
// controls use these to determine their settings
BaseSettings
{
"FgColor" "255 220 0 100"
"BgColor" "0 0 0 76"
"Panel.FgColor" "255 220 0 100"
"Panel.BgColor" "0 0 0 76"
"BrightFg" "255 220 0 255"
"DamagedBg" "180 0 0 200"
"DamagedFg" "180 0 0 230"
"BrightDamagedFg" "255 0 0 255"
// weapon selection colors
"SelectionNumberFg" "255 220 0 255"
"SelectionTextFg" "255 220 0 255"
"SelectionEmptyBoxBg" "0 0 0 80"
"SelectionBoxBg" "0 0 0 80"
"SelectionSelectedBoxBg" "0 0 0 80"
"ZoomReticleColor" "255 220 0 255"
// HL1-style HUD colors
"Yellowish" "255 160 0 255"
"Normal" "255 208 64 255"
"Caution" "255 48 0 255"
// Top-left corner of the "Half-Life 2" on the main screen
"Main.Title1.X" "53"
"Main.Title1.Y" "190"
"Main.Title1.Y_hidef" "184"
"Main.Title1.Color" "255 255 255 255"
// Top-left corner of secondary title e.g. "DEMO" on the main screen
"Main.Title2.X" "291"
"Main.Title2.Y" "207"
"Main.Title2.Y_hidef" "242"
"Main.Title2.Color" "255 255 255 200"
// Top-left corner of the menu on the main screen
"Main.Menu.X" "53"
"Main.Menu.X_hidef" "76"
"Main.Menu.Y" "240"
// Blank space to leave beneath the menu on the main screen
"Main.BottomBorder" "32"
}
//////////////////////// BITMAP FONT FILES /////////////////////////////
//
// Bitmap Fonts are ****VERY*** expensive static memory resources so they are purposely sparse
BitmapFontFiles
{
// UI buttons, custom font, (256x64)
"Buttons" "materials/vgui/fonts/buttons_32.vbf"
}
//////////////////////// FONTS /////////////////////////////
//
// describes all the fonts
Fonts
{
// fonts are used in order that they are listed
// fonts are used in order that they are listed
"DebugFixed"
{
"1"
{
"name" "Courier New"
"tall" "14"
"weight" "400"
"antialias" "1"
}
}
// fonts are used in order that they are listed
"DebugFixedSmall"
{
"1"
{
"name" "Courier New"
"tall" "14"
"weight" "400"
"antialias" "1"
}
}
// fonts listed later in the order will only be used if they fulfill a range not already filled
// if a font fails to load then the subsequent fonts will replace
Default
{
"1" [$X360]
{
"name" "Verdana"
"tall" "12"
"weight" "700"
"antialias" "1"
}
"1" [$WIN32]
{
"name" "Verdana"
"tall" "9"
"weight" "700"
"antialias" "1"
"yres" "1 599"
}
"2"
{
"name" "Verdana"
"tall" "12"
"weight" "700"
"antialias" "1"
"yres" "600 767"
}
"3"
{
"name" "Verdana"
"tall" "14"
"weight" "900"
"antialias" "1"
"yres" "768 1023"
}
"4"
{
"name" "Verdana"
"tall" "20"
"weight" "900"
"antialias" "1"
"yres" "1024 1199"
}
"5"
{
"name" "Verdana"
"tall" "24"
"weight" "900"
"antialias" "1"
"yres" "1200 10000"
"additive" "1"
}
}
"DefaultSmall"
{
"1"
{
"name" "Verdana"
"tall" "12"
"weight" "0"
"range" "0x0000 0x017F"
"yres" "480 599"
}
"2"
{
"name" "Verdana"
"tall" "13"
"weight" "0"
"range" "0x0000 0x017F"
"yres" "600 767"
}
"3"
{
"name" "Verdana"
"tall" "14"
"weight" "0"
"range" "0x0000 0x017F"
"yres" "768 1023"
"antialias" "1"
}
"4"
{
"name" "Verdana"
"tall" "20"
"weight" "0"
"range" "0x0000 0x017F"
"yres" "1024 1199"
"antialias" "1"
}
"5"
{
"name" "Verdana"
"tall" "24"
"weight" "0"
"range" "0x0000 0x017F"
"yres" "1200 6000"
"antialias" "1"
}
"6"
{
"name" "Arial"
"tall" "12"
"range" "0x0000 0x00FF"
"weight" "0"
}
}
"DefaultVerySmall"
{
"1"
{
"name" "Verdana"
"tall" "12"
"weight" "0"
"range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A
"yres" "480 599"
}
"2"
{
"name" "Verdana"
"tall" "13"
"weight" "0"
"range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A
"yres" "600 767"
}
"3"
{
"name" "Verdana"
"tall" "14"
"weight" "0"
"range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A
"yres" "768 1023"
"antialias" "1"
}
"4"
{
"name" "Verdana"
"tall" "20"
"weight" "0"
"range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A
"yres" "1024 1199"
"antialias" "1"
}
"5"
{
"name" "Verdana"
"tall" "24"
"weight" "0"
"range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A
"yres" "1200 6000"
"antialias" "1"
}
"6"
{
"name" "Verdana"
"tall" "12"
"range" "0x0000 0x00FF"
"weight" "0"
}
"7"
{
"name" "Arial"
"tall" "11"
"range" "0x0000 0x00FF"
"weight" "0"
}
}
WeaponIcons
{
"1"
{
"name" "HalfLife2"
"tall" "64"
"tall_hidef" "58"
"weight" "0"
"antialias" "1"
"additive" "1"
"custom" "1"
}
}
WeaponIconsSelected
{
"1"
{
"name" "HalfLife2"
"tall" "64"
"tall_hidef" "58"
"weight" "0"
"antialias" "1"
"blur" "5"
"scanlines" "2"
"additive" "1"
"custom" "1"
}
}
WeaponIconsSmall
{
"1"
{
"name" "HalfLife2"
"tall" "32"
"weight" "0"
"antialias" "1"
"additive" "1"
"custom" "1"
}
}
Crosshairs
{
"1"
{
"name" "HalfLife2"
"tall" "40" [!$OSX]
"tall" "41" [$OSX]
"weight" "0"
"antialias" "0"
"additive" "1"
"custom" "1"
"yres" "1 10000"
}
}
QuickInfo
{
"1" [$X360]
{
"name" "HL2cross"
"tall" "57"
"weight" "0"
"antialias" "1"
"additive" "1"
"custom" "1"
}
"1" [$WIN32]
{
"name" "HL2cross"
"tall" "28" [!$OSX]
"tall" "50" [$OSX]
"weight" "0"
"antialias" "1"
"additive" "1"
"custom" "1" [!$OSX]
}
}
HudNumbers
{
"1"
{
"name" "HalfLife2"
"tall" "32" [$WIN32]
"tall" "38" [$X360]
"weight" "0"
"antialias" "1"
"additive" "1"
"custom" "1"
}
}
SquadIcon [$X360]
{
"1"
{
"name" "HalfLife2"
"tall" "50"
"weight" "0"
"antialias" "1"
"additive" "1"
"custom" "1"
}
}
HudNumbersGlow
{
"1"
{
"name" "HalfLife2"
"tall" "32" [$WIN32]
"tall" "38" [$X360]
"weight" "0"
"blur" "4"
"scanlines" "2"
"antialias" "1"
"additive" "1"
"custom" "1"
}
}
HudNumbersSmall
{
"1"
{
"name" "HalfLife2" [!$OSX]
"name" "Helvetica Bold" [$OSX]
"tall" "16" [$WIN32]
"tall" "22" [$X360]
"weight" "1000"
"additive" "1"
"antialias" "1"
"custom" "1"
}
}
HudSelectionNumbers
{
"1"
{
"name" "Verdana"
"tall" "11"
"weight" "700"
"antialias" "1"
"additive" "1"
}
}
HudHintTextLarge
{
"1" [$X360]
{
"bitmap" "1"
"name" "Buttons"
"scalex" "1.0"
"scaley" "1.0"
}
"1" [$WIN32]
{
"name" "Verdana" [!$OSX]
"name" "Helvetica Bold" [$OSX]
"tall" "14"
"weight" "1000"
"antialias" "1"
"additive" "1"
}
}
HudHintTextSmall
{
"1" [$WIN32]
{
"name" "Verdana" [!$OSX]
"name" "Helvetica" [$OSX]
"tall" "11"
"weight" "0"
"antialias" "1"
"additive" "1"
}
"1" [$X360]
{
"name" "Verdana"
"tall" "12"
"weight" "700"
"antialias" "1"
"additive" "1"
}
}
HudSelectionText
{
"1"
{
"name" "Verdana"
"tall" "8"
"weight" "700"
"antialias" "1"
"yres" "1 599"
}
"2"
{
"name" "Verdana"
"tall" "10"
"weight" "700"
"antialias" "1"
"yres" "600 767"
}
"3"
{
"name" "Verdana"
"tall" "12"
"weight" "900"
"antialias" "1"
"yres" "768 1023"
}
"4"
{
"name" "Verdana"
"tall" "16"
"weight" "900"
"antialias" "1"
"yres" "1024 1199"
}
"5"
{
"name" "Verdana"
"tall" "17"
"weight" "1000"
"antialias" "1"
"yres" "1200 10000"
}
}
GameUIButtons
{
"1" [$X360]
{
"bitmap" "1"
"name" "Buttons"
"scalex" "0.63"
"scaley" "0.63"
"scalex_hidef" "1.0"
"scaley_hidef" "1.0"
}
}
BudgetLabel
{
"1"
{
"name" "Courier New"
"tall" "14"
"weight" "400"
"outline" "1"
}
}
DebugOverlay
{
"1" [$WIN32]
{
"name" "Courier New"
"tall" "14"
"weight" "400"
"outline" "1"
}
"1" [$X360]
{
"name" "Tahoma"
"tall" "18"
"weight" "200"
"outline" "1"
}
}
"CloseCaption_Normal"
{
"1"
{
"name" "Tahoma" [!$OSX]
"name" "Verdana" [$OSX]
"tall" "26" [!$OSX]
"tall" "24" [$OSX]
"weight" "500"
}
}
"CloseCaption_Italic"
{
"1"
{
"name" "Tahoma" [!$OSX]
"name" "Verdana Italic" [$OSX]
"tall" "26" [!$OSX]
"tall" "24" [$OSX]
"weight" "500"
"italic" "1"
}
}
"CloseCaption_Bold"
{
"1"
{
"name" "Tahoma" [!$OSX]
"name" "Verdana Bold" [$OSX]
"tall" "26" [!$OSX]
"tall" "24" [$OSX]
"weight" "900"
}
}
"CloseCaption_BoldItalic"
{
"1"
{
"name" "Tahoma" [!$OSX]
"name" "Verdana Bold Italic" [$OSX]
"tall" "26" [!$OSX]
"tall" "24" [$OSX]
"weight" "900"
"italic" "1"
}
}
"CloseCaption_Small"
{
"1"
{
"name" "Tahoma" [!$OSX]
"name" "Verdana" [$OSX]
"tall" "16" [!$OSX]
"tall" "14" [$OSX]
"tall_hidef" "24"
"weight" "900"
"range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A
}
}
// this is the symbol font
"Marlett"
{
"1"
{
"name" "Marlett"
"tall" "14"
"weight" "0"
"symbol" "1"
}
}
"Trebuchet24"
{
"1"
{
"name" "Trebuchet MS"
"tall" "24"
"weight" "900"
"range" "0x0000 0x007F" // Basic Latin
"antialias" "1"
"additive" "1"
}
}
"Trebuchet18"
{
"1"
{
"name" "Trebuchet MS"
"tall" "18"
"weight" "900"
}
}
ClientTitleFont
{
"1"
{
"name" "HalfLife2"
"tall" "32"
"tall_hidef" "46"
"weight" "0"
"additive" "0"
"antialias" "1"
"custom" "1" [$OSX]
}
}
CreditsLogo
{
"1"
{
"name" "HalfLife2"
"tall" "128"
"weight" "0"
"antialias" "1"
"additive" "1"
"custom" "1"
}
}
CreditsText
{
"1"
{
"name" "Trebuchet MS"
"tall" "20"
"weight" "900"
"antialias" "1"
"additive" "1"
}
}
CreditsOutroLogos
{
"1"
{
"name" "HalfLife2"
"tall" "48"
"weight" "0"
"antialias" "1"
"additive" "1"
"custom" "1"
}
}
CreditsOutroText
{
"1"
{
"name" "Verdana" [!$OSX]
"name" "Courier Bold" [$OSX]
"tall" "9"
"weight" "900"
"antialias" "1"
}
}
CenterPrintText
{
// note that this scales with the screen resolution
"1"
{
"name" "Trebuchet MS" [!$OSX]
"name" "Helvetica" [$OSX]
"tall" "18"
"weight" "900"
"antialias" "1"
"additive" "1"
}
}
HDRDemoText
{
// note that this scales with the screen resolution
"1"
{
"name" "Trebuchet MS"
"tall" "24"
"weight" "900"
"antialias" "1"
"additive" "1"
}
}
"AchievementNotification"
{
"1"
{
"name" "Trebuchet MS"
"tall" "14"
"weight" "900"
"antialias" "1"
}
}
"CommentaryDefault"
{
"1"
{
"name" "Verdana"
"tall" "12"
"weight" "900"
"range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A
"yres" "480 599"
}
"2"
{
"name" "Verdana"
"tall" "13" [$WIN32]
"tall" "20" [$X360]
"weight" "900"
"range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A
"yres" "600 767"
}
"3"
{
"name" "Verdana"
"tall" "14"
"weight" "900"
"range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A
"yres" "768 1023"
"antialias" "1"
}
"4"
{
"name" "Verdana"
"tall" "20"
"weight" "900"
"range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A
"yres" "1024 1199"
"antialias" "1"
}
"5"
{
"name" "Verdana"
"tall" "24"
"weight" "900"
"range" "0x0000 0x017F" // Basic Latin, Latin-1 Supplement, Latin Extended-A
"yres" "1200 6000"
"antialias" "1"
}
"6"
{
"name" "Verdana"
"tall" "12"
"range" "0x0000 0x00FF"
"weight" "900"
}
"7"
{
"name" "Arial"
"tall" "12"
"range" "0x0000 0x00FF"
"weight" "800"
}
}
}
//////////////////////// CUSTOM FONT FILES /////////////////////////////
//
// specifies all the custom (non-system) font files that need to be loaded to service the above described fonts
CustomFontFiles
{
"1" "resource/HALFLIFE2.ttf"
"2" "resource/HL2crosshairs.ttf"
}
}

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@@ -0,0 +1,19 @@
"chapters"
{
1 "background01"
2 "background01"
3 "background02"
4 "background02"
5 "background03"
6 "background03"
7 "background04"
8 "background04"
9 "background05"
9a "background05"
10 "background06"
11 "background06"
12 "background07"
13 "background07"
14 "background07"
15 "background07"
}

View File

@@ -0,0 +1,699 @@
"Resource/HudLayout.res"
{
HudHealth [$WIN32]
{
"fieldName" "HudHealth"
"xpos" "16"
"ypos" "432"
"wide" "102"
"tall" "36"
"visible" "1"
"enabled" "1"
"PaintBackgroundType" "2"
"text_xpos" "8"
"text_ypos" "20"
"digit_xpos" "50"
"digit_ypos" "2"
}
HudHealth [$X360]
{
"fieldName" "HudHealth"
"xpos" "48"
"ypos" "416"
"wide" "115"
"tall" "36"
"visible" "1"
"enabled" "1"
"PaintBackgroundType" "2"
"text_xpos" "8"
"text_ypos" "18"
"digit_xpos" "60"
"digit_ypos" "-1"
}
HudSuit [$WIN32]
{
"fieldName" "HudSuit"
"xpos" "140"
"ypos" "432"
"wide" "108"
"tall" "36"
"visible" "1"
"enabled" "1"
"PaintBackgroundType" "2"
"text_xpos" "8"
"text_ypos" "20"
"digit_xpos" "50"
"digit_ypos" "2"
}
HudSuit [$X360]
{
"fieldName" "HudSuit"
"xpos" "176"
"ypos" "416"
"wide" "117"
"tall" "36"
"visible" "1"
"enabled" "1"
"PaintBackgroundType" "2"
"text_xpos" "8"
"text_ypos" "18"
"digit_xpos" "50"
"digit_ypos" "-1"
}
HudAmmo [$WIN32]
{
"fieldName" "HudAmmo"
"xpos" "r150"
"ypos" "432"
"wide" "136"
"tall" "36"
"visible" "1"
"enabled" "1"
"PaintBackgroundType" "2"
"text_xpos" "8"
"text_ypos" "20"
"digit_xpos" "44"
"digit_ypos" "2"
"digit2_xpos" "98"
"digit2_ypos" "16"
}
HudAmmo [$X360]
{
"fieldName" "HudAmmo"
"xpos" "r208"
"ypos" "416"
"wide" "160"
"tall" "36"
"visible" "1"
"enabled" "1"
"PaintBackgroundType" "2"
"text_xpos" "8"
"text_ypos" "18"
"digit_xpos" "60"
"digit_ypos" "-1"
"digit2_xpos" "120"
"digit2_ypos" "14"
}
HudAmmoSecondary [$WIN32]
{
"fieldName" "HudAmmoSecondary"
"xpos" "r76"
"ypos" "432"
"wide" "60"
"tall" "36"
"visible" "1"
"enabled" "1"
"PaintBackgroundType" "2"
"text_xpos" "8"
"text_ypos" "22"
"digit_xpos" "36"
"digit_ypos" "2"
}
HudAmmoSecondary [$X360]
{
"fieldName" "HudAmmoSecondary"
"xpos" "r113"
"ypos" "416"
"wide" "65"
"tall" "36"
"visible" "1"
"enabled" "1"
"PaintBackgroundType" "2"
"text_xpos" "8"
"text_ypos" "22"
"digit_xpos" "36"
"digit_ypos" "-1"
}
HudSuitPower [$WIN32]
{
"fieldName" "HudSuitPower"
"visible" "1"
"enabled" "1"
"xpos" "16"
"ypos" "396"
"wide" "102"
"tall" "26"
"AuxPowerLowColor" "255 0 0 220"
"AuxPowerHighColor" "255 220 0 220"
"AuxPowerDisabledAlpha" "70"
"BarInsetX" "8"
"BarInsetY" "15"
"BarWidth" "92"
"BarHeight" "4"
"BarChunkWidth" "6"
"BarChunkGap" "3"
"text_xpos" "8"
"text_ypos" "4"
"text2_xpos" "8"
"text2_ypos" "22"
"text2_gap" "10"
"PaintBackgroundType" "2"
}
HudSuitPower [$X360]
{
"fieldName" "HudSuitPower"
"visible" "1"
"enabled" "1"
"xpos" "48"
"ypos" "370"
"wide" "102"
"tall" "26"
"AuxPowerLowColor" "255 100 0 220"
"AuxPowerHighColor" "255 220 0 220"
"AuxPowerDisabledAlpha" "70"
"BarInsetX" "8"
"BarInsetY" "19"
"BarWidth" "92"
"BarHeight" "5"
"BarChunkWidth" "6"
"BarChunkGap" "3"
"text_xpos" "8"
"text_ypos" "4"
"text2_xpos" "8"
"text2_ypos" "25"
"text2_gap" "12"
"PaintBackgroundType" "2"
}
HudPosture [$WIN32]
{
"fieldName" "HudPosture"
"visible" "1"
"PaintBackgroundType" "2"
"xpos" "16"
"ypos" "316"
"tall" "36"
"wide" "36"
"font" "WeaponIconsSmall"
"icon_xpos" "10"
"icon_ypos" "0"
}
HudPosture [$X360]
{
"fieldName" "HudPosture"
"visible" "1"
"PaintBackgroundType" "2"
"xpos" "48"
"ypos" "316"
"tall" "36"
"wide" "36"
"font" "WeaponIconsSmall"
"icon_xpos" "10"
"icon_ypos" "2"
}
HudFlashlight
{
"fieldName" "HudFlashlight"
"visible" "1"
"PaintBackgroundType" "2"
"xpos" "270" [$WIN32]
"ypos" "444" [$WIN32]
"xpos_hidef" "293" [$X360] // aligned to left
"xpos_lodef" "c-18" [$X360] // centered in screen
"ypos" "428" [$X360]
"tall" "24"
"wide" "36"
"font" "WeaponIconsSmall"
"icon_xpos" "4"
"icon_ypos" "-8"
"BarInsetX" "4"
"BarInsetY" "18"
"BarWidth" "28"
"BarHeight" "2"
"BarChunkWidth" "2"
"BarChunkGap" "1"
}
HudDamageIndicator
{
"fieldName" "HudDamageIndicator"
"visible" "1"
"enabled" "1"
"DmgColorLeft" "255 0 0 0"
"DmgColorRight" "255 0 0 0"
"dmg_xpos" "30"
"dmg_ypos" "100"
"dmg_wide" "36"
"dmg_tall1" "240"
"dmg_tall2" "200"
}
HudZoom
{
"fieldName" "HudZoom"
"visible" "1"
"enabled" "1"
"Circle1Radius" "66"
"Circle2Radius" "74"
"DashGap" "16"
"DashHeight" "4" [$WIN32]
"DashHeight" "6" [$X360]
"BorderThickness" "88"
}
HudWeaponSelection
{
"fieldName" "HudWeaponSelection"
"ypos" "16" [$WIN32]
"ypos" "32" [$X360]
"visible" "1"
"enabled" "1"
"SmallBoxSize" "32"
"MediumBoxWide" "95"
"MediumBoxWide_hidef" "78"
"MediumBoxTall" "50"
"MediumBoxTall_hidef" "50"
"MediumBoxWide_lodef" "74"
"MediumBoxTall_lodef" "50"
"LargeBoxWide" "112"
"LargeBoxTall" "80"
"BoxGap" "8"
"SelectionNumberXPos" "4"
"SelectionNumberYPos" "4"
"SelectionGrowTime" "0.4"
"TextYPos" "64"
}
HudCrosshair
{
"fieldName" "HudCrosshair"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudDeathNotice
{
"fieldName" "HudDeathNotice"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudVehicle
{
"fieldName" "HudVehicle"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
ScorePanel
{
"fieldName" "ScorePanel"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudTrain
{
"fieldName" "HudTrain"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudMOTD
{
"fieldName" "HudMOTD"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudMessage
{
"fieldName" "HudMessage"
"visible" "1"
"enabled" "1"
"wide" "f0"
"tall" "480"
}
HudMenu
{
"fieldName" "HudMenu"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudCloseCaption
{
"fieldName" "HudCloseCaption"
"visible" "1"
"enabled" "1"
"xpos" "c-250"
"ypos" "276" [$WIN32]
"ypos" "236" [$X360]
"wide" "500"
"tall" "136" [$WIN32]
"tall" "176" [$X360]
"BgAlpha" "128"
"GrowTime" "0.25"
"ItemHiddenTime" "0.2" // Nearly same as grow time so that the item doesn't start to show until growth is finished
"ItemFadeInTime" "0.15" // Once ItemHiddenTime is finished, takes this much longer to fade in
"ItemFadeOutTime" "0.3"
"topoffset" "0" [$WIN32]
"topoffset" "0" [$X360]
}
HudChat
{
"fieldName" "HudChat"
"visible" "0"
"enabled" "1"
"xpos" "0"
"ypos" "0"
"wide" "4"
"tall" "4"
}
HudHistoryResource [$WIN32]
{
"fieldName" "HudHistoryResource"
"visible" "1"
"enabled" "1"
"xpos" "r252"
"ypos" "40"
"wide" "248"
"tall" "320"
"history_gap" "56" [!$OSX]
"history_gap" "64" [$OSX]
"icon_inset" "38"
"text_inset" "36"
"text_inset" "26"
"NumberFont" "HudNumbersSmall"
}
HudHistoryResource [$X360]
{
"fieldName" "HudHistoryResource"
"visible" "1"
"enabled" "1"
"xpos" "r300"
"ypos" "40"
"wide" "248"
"tall" "240"
"history_gap" "50"
"icon_inset" "38"
"text_inset" "36"
"NumberFont" "HudNumbersSmall"
}
HudGeiger
{
"fieldName" "HudGeiger"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HUDQuickInfo
{
"fieldName" "HUDQuickInfo"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudWeapon
{
"fieldName" "HudWeapon"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudAnimationInfo
{
"fieldName" "HudAnimationInfo"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudPredictionDump
{
"fieldName" "HudPredictionDump"
"visible" "1"
"enabled" "1"
"wide" "640"
"tall" "480"
}
HudHintDisplay
{
"fieldName" "HudHintDisplay"
"visible" "0"
"enabled" "1"
"xpos" "c-240"
"ypos" "c60"
"xpos" "r148" [$X360]
"ypos" "r338" [$X360]
"wide" "480"
"tall" "100"
"HintSize" "1"
"text_xpos" "8"
"text_ypos" "8"
"center_x" "0" // center text horizontally
"center_y" "-1" // align text on the bottom
"paintbackground" "0"
}
HudHintKeyDisplay
{
"fieldName" "HudHintKeyDisplay"
"visible" "0"
"enabled" "1"
"xpos" "r120" [$WIN32]
"ypos" "r340" [$WIN32]
"xpos" "r148" [$X360]
"ypos" "r338" [$X360]
"wide" "100"
"tall" "200"
"text_xpos" "8"
"text_ypos" "8"
"text_xgap" "8"
"text_ygap" "8"
"TextColor" "255 170 0 220"
"PaintBackgroundType" "2"
}
HudSquadStatus [$WIN32]
{
"fieldName" "HudSquadStatus"
"visible" "1"
"enabled" "1"
"xpos" "r120"
"ypos" "380"
"wide" "104"
"tall" "46"
"text_xpos" "8"
"text_ypos" "34"
"SquadIconColor" "255 220 0 160"
"IconInsetX" "8"
"IconInsetY" "0"
"IconGap" "24"
"PaintBackgroundType" "2"
}
HudSquadStatus [$X360]
{
"fieldName" "HudSquadStatus"
"visible" "1"
"enabled" "1"
"xpos" "r182"
"ypos" "348"
"wide" "134"
"tall" "62"
"text_xpos" "8"
"text_ypos" "44"
"SquadIconColor" "255 220 0 160"
"IconInsetX" "8"
"IconInsetY" "-4"
"IconGap" "24"
"IconFont" "SquadIcon"
"PaintBackgroundType" "2"
}
HudPoisonDamageIndicator [$WIN32]
{
"fieldName" "HudPoisonDamageIndicator"
"visible" "0"
"enabled" "1"
"xpos" "16"
"ypos" "346"
"wide" "136"
"tall" "38"
"text_xpos" "8"
"text_ypos" "8"
"text_ygap" "14"
"TextColor" "255 170 0 220"
"PaintBackgroundType" "2"
}
HudPoisonDamageIndicator [$X360]
{
"fieldName" "HudPoisonDamageIndicator"
"visible" "0"
"enabled" "1"
"xpos" "48"
"ypos" "264"
"wide" "192"
"tall" "46"
"text_xpos" "8"
"text_ypos" "6"
"text_ygap" "16"
"TextColor" "255 170 0 220"
"PaintBackgroundType" "2"
}
HudCredits
{
"fieldName" "HudCredits"
"TextFont" "Default"
"visible" "1"
"xpos" "0"
"ypos" "0"
"wide" "640"
"tall" "480"
"TextColor" "255 255 255 192"
}
HUDAutoAim
{
"fieldName" "HUDAutoAim"
"visible" "1"
"enabled" "1"
"wide" "640" [$WIN32]
"tall" "480" [$WIN32]
"wide" "960" [$X360]
"tall" "720" [$X360]
}
HudCommentary
{
"fieldName" "HudCommentary"
"xpos" "c-190"
"ypos" "350"
"wide" "380"
"tall" "40"
"visible" "1"
"enabled" "1"
"PaintBackgroundType" "2"
"bar_xpos" "50"
"bar_ypos" "20"
"bar_height" "8"
"bar_width" "320"
"speaker_xpos" "50"
"speaker_ypos" "8"
"count_xpos_from_right" "10" // Counts from the right side
"count_ypos" "8"
"icon_texture" "vgui/hud/icon_commentary"
"icon_xpos" "0"
"icon_ypos" "0"
"icon_width" "40"
"icon_height" "40"
}
HudHDRDemo
{
"fieldName" "HudHDRDemo"
"xpos" "0"
"ypos" "0"
"wide" "640"
"tall" "480"
"visible" "1"
"enabled" "1"
"Alpha" "255"
"PaintBackgroundType" "2"
"BorderColor" "0 0 0 255"
"BorderLeft" "16"
"BorderRight" "16"
"BorderTop" "16"
"BorderBottom" "64"
"BorderCenter" "0"
"TextColor" "255 255 255 255"
"LeftTitleY" "422"
"RightTitleY" "422"
}
AchievementNotificationPanel
{
"fieldName" "AchievementNotificationPanel"
"visible" "1"
"enabled" "1"
"xpos" "0"
"ypos" "180"
"wide" "f10" [$WIN32]
"wide" "f60" [$X360]
"tall" "100"
}
CHudVote
{
"fieldName" "CHudVote"
"xpos" "0"
"ypos" "0"
"wide" "640"
"tall" "480"
"visible" "1"
"enabled" "1"
"bgcolor_override" "0 0 0 0"
"PaintBackgroundType" "0" // rounded corners
}
}

View File

@@ -0,0 +1,624 @@
// "act busy name" This is the name that a mapmaker must specify in the hint node.
// {
// "busy_anim" "Activity Name".
// "entry_anim" "Activity Name"
// "exit_anim" "Activity Name"
// "busy_sequence" "Sequence Name". If specified, this is used over the activity name. Specify it in the hint node.
// "entry_sequence" "Sequence Name". If specified, this is used over the entry anim.
// "exit_sequence" "Sequence Name". If specified, this is used over the exit anim.
// "busy_sound" "Sound Name". If specified, the NPC will play this sound when it plays the busy anim/seq. Can be a GameSound name or a response rules concept.
// "entry_sound" "Sound Name". If specified, the NPC will play this sound when it plays the entry anim/seq. Can be a GameSound name or a response rules concept.
// "exit_sound" "Sound Name". If specified, the NPC will play this sound when it plays the exit anim/seq. Can be a GameSound name or a response rules concept.
// "min_time" "Minimum time to spend in this busy anim"
// "max_time" "Maximum time to spend in this busy anim" 0 = only stop when interrupted by external event
// "interrupts" One of:
// "BA_INT_NONE" break out only when time runs out. No external influence will break me out.
// "BA_INT_DANGER" break out of this anim only if threatened
// "BA_INT_PLAYER" break out of this anim if I can see the player, or I'm threatened
// "BA_INT_AMBUSH" someone please define this - I have no idea what it does
// "BA_INT_COMBAT" break out of this anim if combat occurs in my line of sight (bullet hits, grenades, etc), -OR- the max time is reached
// }
//
//
"ActBusy.txt"
{
"binoculars_idle"
{
"busy_sequence" "binoculars_idle"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_PLAYER"
}
"d2_coast03_PreBattle_Scan_Skies"
{
"busy_sequence" "d2_coast03_PreBattle_Scan_Skies"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d2_coast03_PreBattle_Scan_Skies02"
{
"busy_sequence" "d2_coast03_PreBattle_Scan_Skies02"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d2_coast03_PreBattle_Scan_Skies03"
{
"busy_sequence" "d2_coast03_PreBattle_Scan_Skies03"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d2_coast03_PreBattle_Kneel_Idle"
{
"busy_sequence" "d2_coast03_PreBattle_Kneel_Idle"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d2_coast03_PreBattle_Stand_Look"
{
"busy_sequence" "d2_coast03_PreBattle_Stand_Look"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"idle_alert_01"
{
"busy_sequence" "idle_alert_01"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"idle_alert_02"
{
"busy_sequence" "idle_alert_02"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"idle_relaxed_01"
{
"busy_sequence" "idle_relaxed_01"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"idle_relaxed_02"
{
"busy_sequence" "idle_relaxed_02"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_town05_Leon_Lean_Table_Idle"
{
"busy_sequence" "d1_town05_Leon_Lean_Table_Idle"
"entry_sequence" "d1_town05_Leon_Lean_Table_Entry"
"exit_sequence" "d1_town05_Leon_Lean_Table_Exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t03_Sit_couch"
{
"busy_sequence" "d1_t03_Sit_couch"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t03_sit_couch_consoling"
{
"busy_sequence" "d1_t03_sit_couch_consoling"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"fear_reaction_Idle"
{
"busy_sequence" "fear_reaction_Idle"
"entry_sequence" "fear_reaction"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"cower_Idle"
{
"busy_sequence" "cower_Idle"
"entry_sequence" "cower"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t03_Sit_Bed"
{
"busy_sequence" "d1_t03_Sit_Bed"
"entry_sequence" "d1_t03_Sit_Bed_Entry"
"exit_sequence" "d1_t03_Sit_Bed_Exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"LineIdle01"
{
"busy_sequence" "LineIdle01"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t01_BreakRoom_WatchBreen"
{
"busy_sequence" "d1_t01_BreakRoom_WatchBreen"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t02_Plaza_Sit01_Idle"
{
"busy_sequence" "d1_t02_Plaza_Sit01_Idle"
"entry_sequence" "Idle_to_d1_t01_BreakRoom_Sit01"
"exit_sequence" "d1_t01_BreakRoom_Sit01_to_Idle"
"min_time" "20.0"
"max_time" "30.0"
"interrupts" "BA_INT_DANGER"
}
"d1_t02_Plaza_Sit02"
{
"busy_sequence" "d1_t02_Plaza_Sit02"
"entry_sequence" "d1_t01_BreakRoom_Sit02_Entry"
"exit_sequence" "d1_t01_BreakRoom_Sit02_Exit"
"min_time" "20.0"
"max_time" "30.0"
"interrupts" "BA_INT_DANGER"
}
"d1_t02_Playground_Cit2_Pockets"
{
"busy_sequence" "d1_t02_Playground_Cit2_Pockets"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t02_Playground_Cit1_Arms_Crossed"
{
"busy_sequence" "d1_t02_Playground_Cit1_Arms_Crossed"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t03_LookOutDoor"
{
"busy_sequence" "d1_t03_LookOutDoor"
"entry_sequence" "d1_t03_LookOutDoor_Entry"
"exit_sequence" "d1_t03_LookOutDoor_Exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t03_LookOutWindow"
{
"busy_sequence" "d1_t03_LookOutWindow"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t03_Tenements_Look_Out_Window_Idle"
{
"busy_sequence" "d1_t03_Tenements_Look_Out_Window_Idle"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t03_PreRaid_Peek_Idle"
{
"busy_sequence" "d1_t03_PreRaid_Peek_Idle"
"exit_sequence" "d1_t03_Preraid_Peek_Exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t01_Clutch_Chainlink_Idle"
{
"busy_sequence" "d1_t01_Clutch_Chainlink_Idle"
"entry_sequence" "d1_t01_Clutch_Chainlink_Entry"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t01_BreakRoom_Sit01_Idle"
{
"busy_sequence" "d1_t01_BreakRoom_Sit01_Idle"
"entry_sequence" "Idle_to_d1_t01_BreakRoom_Sit01"
"exit_sequence" "d1_t01_BreakRoom_Sit01_to_Idle"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t01_BreakRoom_Sit02"
{
"busy_sequence" "d1_t01_BreakRoom_Sit02"
"entry_sequence" "d1_t01_BreakRoom_Sit02_Entry"
"exit_sequence" "d1_t01_BreakRoom_Sit02_Exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_None"
}
"d1_t01_BreakRoom_WatchClock_Sit"
{
"busy_sequence" "d1_t01_BreakRoom_WatchClock_Sit"
"entry_sequence" "d1_t01_BreakRoom_WatchClock_Sit_Entry"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"d1_t01_BreakRoom_WatchClock_Sit_MX"
{
"busy_sequence" "d1_t01_BreakRoom_WatchClock_Sit_MX"
"entry_sequence" "d1_t01_BreakRoom_WatchClock_Sit_Entry_MX"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"ACT_BUSY_LEAN_LEFT"
{
"busy_anim" "ACT_BUSY_LEAN_LEFT"
"entry_anim" "ACT_BUSY_LEAN_LEFT_ENTRY"
"exit_anim" "ACT_BUSY_LEAN_LEFT_EXIT"
"min_time" "10.0"
"max_time" "20.0"
"interrupts" "BA_INT_PLAYER"
}
"Lean_Left"
{
"busy_sequence" "Lean_Left"
"entry_anim" "ACT_BUSY_LEAN_LEFT_ENTRY"
"exit_sequence" "photo_react_startle"
"min_time" "0"
"max_time" "0"
"interrupts" "BA_INT_NONE"
}
"ACT_BUSY_LEAN_BACK"
{
"busy_anim" "ACT_BUSY_LEAN_BACK"
"entry_anim" "ACT_BUSY_LEAN_BACK_ENTRY"
"exit_anim" "ACT_BUSY_LEAN_BACK_EXIT"
"min_time" "10.0"
"max_time" "20.0"
"interrupts" "BA_INT_PLAYER"
}
"lean_back"
{
"busy_sequence" "lean_back"
"entry_anim" "ACT_BUSY_LEAN_BACK_ENTRY"
"exit_anim" "ACT_BUSY_LEAN_BACK_EXIT"
"min_time" "0"
"max_time" "0"
"interrupts" "BA_INT_NONE"
}
"ACT_BUSY_SIT_GROUND"
{
"busy_anim" "ACT_BUSY_SIT_GROUND"
"entry_anim" "ACT_BUSY_SIT_GROUND_ENTRY"
"exit_anim" "ACT_BUSY_SIT_GROUND_EXIT"
"min_time" "20.0"
"max_time" "30.0"
"interrupts" "BA_INT_DANGER"
}
"ACT_BUSY_SIT_CHAIR"
{
"busy_anim" "ACT_BUSY_SIT_CHAIR"
"entry_anim" "ACT_BUSY_SIT_CHAIR_ENTRY"
"exit_anim" "ACT_BUSY_SIT_CHAIR_EXIT"
"min_time" "30.0"
"max_time" "40.0"
"interrupts" "BA_INT_DANGER"
}
"ACT_BUSY_STAND"
{
"busy_anim" "ACT_BUSY_STAND"
"min_time" "10.0"
"max_time" "20.0"
"interrupts" "BA_INT_DANGER"
}
"ACT_BUSY_QUEUE"
{
"busy_anim" "ACT_BUSY_QUEUE"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"food_queue_front"
{
"busy_sequence" "lineIdle01"
"exit_sequence" "takepackage"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"sitcouchfeet1"
{ "busy_sequence" "sitcouchfeet1"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"sitcouchknees1"
{ "busy_sequence" "sitcouchknees1"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"sitchairtable1"
{ "busy_sequence" "sitchairtable1"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"sitcouch1"
{ "busy_sequence" "sitcouch1"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"sitccouchtv1"
{ "busy_sequence" "sitccouchtv1"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"laycouch1"
{ "busy_sequence" "laycouch1"
"exit_sequence" "laycouch1_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"laycouch1"
{
"busy_sequence" "laycouch1"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"Sit_Chair02"
{
"busy_sequence" "Sit_Chair02"
"entry_sequence" "Idle_to_Sit_Chair02"
"exit_sequence" "Sit_Chair02_to_Idle"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"Sit_Chair03"
{
"busy_sequence" "Sit_Chair03"
"entry_sequence" "Idle_to_Sit_Chair03"
"exit_sequence" "Sit_Chair03_to_Idle"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"drinker_sit_idle"
{
"busy_sequence" "drinker_sit_idle"
"entry_sequence" "drinker_sit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"drinker_sit_idle_ss"
{
"busy_sequence" "drinker_sit_idle_ss"
"entry_sequence" "drinker_sit_ss"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"railing_idle"
{
"busy_sequence" "railing_idle"
//"entry_sequence" "railing_enter"
"exit_sequence" "railing_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"D1_C01a_Mary_kneel"
{
"busy_sequence" "canals_mary_postidle"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"D1_C03_Matt_sitground"
{
"busy_anim" "ACT_BUSY_SIT_GROUND"
"entry_anim" "ACT_BUSY_SIT_GROUND_ENTRY"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"Cover_R"
{
"busy_sequence" "Cover_R"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"Cover_L"
{
"busy_sequence" "Cover_L"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"Coverlow_R"
{
"busy_sequence" "Coverlow_R"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
"Coverlow_L"
{
"busy_sequence" "Coverlow_L"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_NONE"
}
//*****************************************************************************
//************ Soldier actbusy section *************************************
//*****************************************************************************
"Cover_crouch"
{
"busy_sequence" "crouchidle_AB"
"exit_sequence" "crouch_to_combat_stand"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"Cover_crouch_B"
{
"busy_sequence" "crouchidle_AB"
"exit_sequence" "crouchidle_ABexit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"Signal_group"
{
"busy_sequence" "signal_group"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"Idle_Alert"
{
"busy_sequence" "CombatIdle1"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"Signal_Advance"
{
"busy_sequence" "CombatIdle1"
"exit_sequence" "signal_advance"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"LeanWall_Right"
{
"busy_sequence" "leanwall_right_idle"
"exit_sequence" "leanwall_right_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"LeanWall_Corner_Right"
{
"busy_sequence" "leanwall_Corner_right_idle"
"exit_sequence" "leanwall_Corner_right_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"LeanWall_Left"
{
"busy_sequence" "leanwall_left_idle"
"exit_sequence" "leanwall_left_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"LeanWall_Left_B"
{
"busy_sequence" "leanwall_left_b_idle"
"exit_sequence" "leanwall_left_b_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"LeanWall_CrouchLeft_A"
{
"busy_sequence" "leanwall_CrouchLeft_A_idle"
"exit_sequence" "leanwall_CrouchLeft_A_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"LeanWall_CrouchLeft_B"
{
"busy_sequence" "leanwall_CrouchLeft_B_idle"
"exit_sequence" "leanwall_CrouchLeft_B_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"LeanWall_CrouchLeft_C"
{
"busy_sequence" "leanwall_CrouchLeft_C_idle"
"exit_sequence" "leanwall_CrouchLeft_C_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
"LeanWall_CrouchLeft_D"
{
"busy_sequence" "leanwall_CrouchLeft_D_idle"
"exit_sequence" "leanwall_CrouchLeft_D_exit"
"min_time" "0.0"
"max_time" "0.0"
"interrupts" "BA_INT_AMBUSH"
}
//*****************************************************************************
//************ Metrocop actbusy section ************************************
//*****************************************************************************
"Crouch_idle_pistol_A"
{
"busy_sequence" "Crouch_idle_pistol"
"exit_sequence" "Crouch_to_shootpistol"
"min_time" "1.0"
"max_time" "0.0"
"interrupts" "BA_INT_COMBAT"
}
"Crouch_idle_smg1_A"
{
"busy_sequence" "Crouch_idle_smg1"
"exit_sequence" "Crouch_to_shootsmg1"
"min_time" "1.0"
"max_time" "0.0"
"interrupts" "BA_INT_COMBAT"
}
"Idle_harrassidle_A"
{
"busy_sequence" "harrassidle"
"min_time" "1.0"
"max_time" "0.0"
"interrupts" "BA_INT_COMBAT"
}
}

View File

@@ -0,0 +1,314 @@
//Adrian: This file contains the credits info for both the Intro and outro.
"credits.txt"
{
//========================================================
//These are the names used in the intro (trainride)
//========================================================
"IntroCreditsNames"
{
"V" "WeaponIcons"
" " "CreditsText"
" " "CreditsText"
"Viktor Antonov" "CreditsText"
"Ted Backman" "CreditsText"
"Kelly Bailey" "CreditsText"
"Jeff Ballinger" "CreditsText"
"Matt Bamberger" "CreditsText"
"Aaron Barber" "CreditsText"
"Yahn Bernier" "CreditsText"
"Ken Birdwell" "CreditsText"
"Derrick Birum" "CreditsText"
"Chris Bokitch" "CreditsText"
"Steve Bond" "CreditsText"
"Matt Boone" "CreditsText"
"Charlie Brown" "CreditsText"
"Julie Caldwell" "CreditsText"
"Dario Casali" "CreditsText"
"Yvan Charpentier" "CreditsText"
"Jess Cliffe" "CreditsText"
"John Cook" "CreditsText"
"Greg Coomer" "CreditsText"
"Kellie Cosner" "CreditsText"
"Scott Dalton" "CreditsText"
"Kerry Davis" "CreditsText"
"Jason Deakins" "CreditsText"
"Ariel Diaz" "CreditsText"
"Quintin Doroquez" "CreditsText"
"Martha Draves" "CreditsText"
"Laura Dubuk" "CreditsText"
"Mike Dunkle" "CreditsText"
"Mike Dussault" "CreditsText"
"Rick Ellis" "CreditsText"
"Dhabih Eng" "CreditsText"
"Miles Estes" "CreditsText"
"Adrian Finol" "CreditsText"
"Bill Fletcher" "CreditsText"
"Moby Francke" "CreditsText"
"Pat Goodwin" "CreditsText"
"Chris Green" "CreditsText"
"Chris Grinstead" "CreditsText"
"John Guthrie" "CreditsText"
"Leslie Hall" "CreditsText"
"Damarcus Holbrook" "CreditsText"
"Tim Holt" "CreditsText"
"Brian Jacobson" "CreditsText"
"Erik Johnson" "CreditsText"
"Jakob Jungels" "CreditsText"
"Iikka Keranen" "CreditsText"
"Eric Kirchmer" "CreditsText"
"Marc Laidlaw" "CreditsText"
"Jeff Lane" "CreditsText"
"Tom Leonard" "CreditsText"
"Doug Lombardi" "CreditsText"
"Randy Lundeen" "CreditsText"
"Scott Lynch" "CreditsText"
"Ido Magal" "CreditsText"
"Gary McTaggart" "CreditsText"
"John Morello II" "CreditsText"
"Bryn Moslow" "CreditsText"
"Gabe Newell" "CreditsText"
"Tri Nguyen" "CreditsText"
"Jake Nicholson" "CreditsText"
"Martin Otten" "CreditsText"
"Kristen Perry" "CreditsText"
"Bay Raitt" "CreditsText"
"Alfred Reynolds" "CreditsText"
"Dave Riller" "CreditsText"
"Danika Rogers" "CreditsText"
"David Sawyer" "CreditsText"
"Aaron Seeler" "CreditsText"
"Nick Shaffner" "CreditsText"
"Taylor Sherman" "CreditsText"
"Eric Smith" "CreditsText"
"David Speyrer" "CreditsText"
"Jay Stelly" "CreditsText"
"Jeremy Stone" "CreditsText"
"Mikel Thompson" "CreditsText"
"Kelly Thornton" "CreditsText"
"Carl Uhlman" "CreditsText"
"Bill Van Buren" "CreditsText"
"KayLee Vogt" "CreditsText"
"Robin Walker" "CreditsText"
"Josh Weier" "CreditsText"
"Doug Wood" "CreditsText"
"Matt T Wood" "CreditsText"
"Matt Wright" "CreditsText"
}
"CreditsParams"
{
"logo" "HALF-LIFE'"
"fadeintime" "2.5"
"fadeouttime" "1"
"fadeholdtime" "1.0"
"nextfadetime" "1.0"
"pausebetweenwaves" "1.0"
"logotime" "1.0"
"posx" "96"
"posy" "360"
"color" "255 255 255 128"
//Outro Parameters
"scrolltime" "158"
"separation" "10"
}
//========================================================
//These are the names used in the outro (breen_01)
//========================================================
"OutroCreditsNames"
{
"HALF-LIFE'" "CreditsOutroLogos"
" " "CreditsOutroText"
"V" "CreditsOutroLogos"
" " "CreditsOutroText"
"Viktor Antonov" "CreditsOutroText"
"Ted Backman" "CreditsOutroText"
"Kelly Bailey" "CreditsOutroText"
"Jeff Ballinger" "CreditsOutroText"
"Matt Bamberger" "CreditsOutroText"
"Aaron Barber" "CreditsOutroText"
"Yahn Bernier" "CreditsOutroText"
"Ken Birdwell" "CreditsOutroText"
"Derrick Birum" "CreditsOutroText"
"Chris Bokitch" "CreditsOutroText"
"Steve Bond" "CreditsOutroText"
"Matt Boone" "CreditsOutroText"
"Charlie Brown" "CreditsOutroText"
"Julie Caldwell" "CreditsOutroText"
"Dario Casali" "CreditsOutroText"
"Yvan Charpentier" "CreditsOutroText"
"Jess Cliffe" "CreditsOutroText"
"John Cook" "CreditsOutroText"
"Greg Coomer" "CreditsOutroText"
"Kellie Cosner" "CreditsOutroText"
"Scott Dalton" "CreditsOutroText"
"Kerry Davis" "CreditsOutroText"
"Jason Deakins" "CreditsOutroText"
"Ariel Diaz" "CreditsOutroText"
"Quintin Doroquez" "CreditsOutroText"
"Martha Draves" "CreditsOutroText"
"Laura Dubuk" "CreditsOutroText"
"Mike Dunkle" "CreditsOutroText"
"Mike Dussault" "CreditsOutroText"
"Rick Ellis" "CreditsOutroText"
"Dhabih Eng" "CreditsOutroText"
"Miles Estes" "CreditsOutroText"
"Adrian Finol" "CreditsOutroText"
"Bill Fletcher" "CreditsOutroText"
"Moby Francke" "CreditsOutroText"
"Pat Goodwin" "CreditsOutroText"
"Chris Green" "CreditsOutroText"
"Chris Grinstead" "CreditsOutroText"
"John Guthrie" "CreditsOutroText"
"Leslie Hall" "CreditsOutroText"
"Damarcus Holbrook" "CreditsOutroText"
"Tim Holt" "CreditsOutroText"
"Brian Jacobson" "CreditsOutroText"
"Erik Johnson" "CreditsOutroText"
"Jakob Jungels" "CreditsOutroText"
"Iikka Keranen" "CreditsOutroText"
"Eric Kirchmer" "CreditsOutroText"
"Marc Laidlaw" "CreditsOutroText"
"Jeff Lane" "CreditsOutroText"
"Tom Leonard" "CreditsOutroText"
"Doug Lombardi" "CreditsOutroText"
"Randy Lundeen" "CreditsOutroText"
"Scott Lynch" "CreditsOutroText"
"Ido Magal" "CreditsOutroText"
"Gary McTaggart" "CreditsOutroText"
"John Morello II" "CreditsOutroText"
"Bryn Moslow" "CreditsOutroText"
"Gabe Newell" "CreditsOutroText"
"Tri Nguyen" "CreditsOutroText"
"Jake Nicholson" "CreditsOutroText"
"Martin Otten" "CreditsOutroText"
"Kristen Perry" "CreditsOutroText"
"Bay Raitt" "CreditsOutroText"
"Alfred Reynolds" "CreditsOutroText"
"Dave Riller" "CreditsOutroText"
"Danika Rogers" "CreditsOutroText"
"David Sawyer" "CreditsOutroText"
"Aaron Seeler" "CreditsOutroText"
"Nick Shaffner" "CreditsOutroText"
"Taylor Sherman" "CreditsOutroText"
"Eric Smith" "CreditsOutroText"
"David Speyrer" "CreditsOutroText"
"Jay Stelly" "CreditsOutroText"
"Jeremy Stone" "CreditsOutroText"
"Mikel Thompson" "CreditsOutroText"
"Kelly Thornton" "CreditsOutroText"
"Carl Uhlman" "CreditsOutroText"
"Bill Van Buren" "CreditsOutroText"
"KayLee Vogt" "CreditsOutroText"
"Robin Walker" "CreditsOutroText"
"Josh Weier" "CreditsOutroText"
"Doug Wood" "CreditsOutroText"
"Matt T. Wood" "CreditsOutroText"
"Matt Wright" "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
"Voices:" "CreditsOutroText"
"Robert Guillaume - Dr. Eli Vance" "CreditsOutroText"
"Robert Culp - Dr. Wallace Breen" "CreditsOutroText"
"Lou Gossett, Jr. - Vortigaunt" "CreditsOutroText"
"Michelle Forbes - Dr. Judith Mossman" "CreditsOutroText"
"Merle Dandridge - Alyx Vance" "CreditsOutroText"
"Mike Shapiro - Barney Calhoun" "CreditsOutroText"
"Mike Shapiro - Gman" "CreditsOutroText"
"Harry S. Robins - Dr. Isaac Kleiner" "CreditsOutroText"
"Jim French - Father Grigori" "CreditsOutroText"
"John Patrick Lowrie - Citizens\Misc. characters" "CreditsOutroText"
"Mary Kae Irvin - Citizens\Misc. characters" "CreditsOutroText"
"Ellen McLain - Overwatch" "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
"Voice Casting:" "CreditsOutroText"
"Shana Landsburg\Teri Fiddleman" "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
"Voice Recording:" "CreditsOutroText"
"Pure Audio, Seattle, WA" "CreditsOutroText"
"LA Studios, LA, CA" "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
"Voice recording scheduling and logistics:" "CreditsOutroText"
"Pat Cockburn, Pure Audio" "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
"Translations:" "CreditsOutroText"
"SDL" "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
"Crack Legal Team:" "CreditsOutroText"
"Liam Lavery" "CreditsOutroText"
"Jason Holtman" "CreditsOutroText"
"Karl Quackenbush" "CreditsOutroText"
"Kristen Boraas" "CreditsOutroText"
"Kevin Rosenfield" "CreditsOutroText"
"Alan Bruggeman" "CreditsOutroText"
"Dennis Tessier" "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
"Thanks to the following for the use of their faces:" "CreditsOutroText"
"Jamil Mullen" "CreditsOutroText"
"Art Min" "CreditsOutroText"
"Larry 'The Count' Heard" "CreditsOutroText"
"Ted Cohrt" "CreditsOutroText"
"Roger Guay" "CreditsOutroText"
"Frank Sheldon" "CreditsOutroText"
"Travis Dunlop" "CreditsOutroText"
"Daniel Dociu" "CreditsOutroText"
"Van Crowder" "CreditsOutroText"
"Joey Paresa" "CreditsOutroText"
"Chau Luu" "CreditsOutroText"
"Kim Harris-Jones" "CreditsOutroText"
"Michael S. Smith" "CreditsOutroText"
"Joe Cairo" "CreditsOutroText"
"Naomi Cotton" "CreditsOutroText"
"Sandro Consi" "CreditsOutroText"
"Lakeetra Gilbert" "CreditsOutroText"
"Erdin Grcic" "CreditsOutroText"
"Kanisha Speyrer" "CreditsOutroText"
"Warren Slough" "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
"Special thanks to everyone at:" "CreditsOutroText"
"Alienware" "CreditsOutroText"
"ATI" "CreditsOutroText"
"Dell" "CreditsOutroText"
"Falcon Northwest" "CreditsOutroText"
"Havok" "CreditsOutroText"
"SOFTIMAGE" "CreditsOutroText"
"and Don Kemmis, SLK Technologies" "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
" " "CreditsOutroText"
"v" "CreditsOutroText"
}
}

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@@ -0,0 +1,124 @@
"sprites/640_hud"
{
TextureData
{
"arrow" [$WIN32]
{
"file" "sprites/arrow"
"x" "0"
"y" "0"
"width" "32"
"height" "32"
}
"autoaim_c" [$WIN32]
{
"file" "sprites/crosshairs"
"x" "96"
"y" "0"
"width" "24"
"height" "24"
}
"item_battery" [$WIN32]
{
"font" "WeaponIcons"
"character" "*"
}
"item_healthkit" [$WIN32]
{
"font" "WeaponIcons"
"character" "+"
}
"crosshair"
{
"file" "sprites/qi_center"
"x" "0"
"y" "0"
"width" "40"
"height" "40"
}
"crosshair_left"
{
"font" "QuickInfo"
"character" "("
}
"crosshair_right"
{
"font" "QuickInfo"
"character" ")"
}
"crosshair_left_full"
{
"font" "QuickInfo"
"character" "["
}
"crosshair_right_full"
{
"font" "QuickInfo"
"character" "]"
}
"crosshair_left_empty"
{
"font" "QuickInfo"
"character" "{"
}
"crosshair_right_empty"
{
"font" "QuickInfo"
"character" "}"
}
"crosshair_default"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
"crosshair_xbox"
{
"file" "vgui/hud/xbox_reticle"
"x" "0"
"y" "0"
"width" "64"
"height" "64"
}
"viewhair"
{
"file" "sprites/hud/v_crosshair2"
"x" "0"
"y" "0"
"width" "32"
"height" "32"
}
"gunhair"
{
"file" "sprites/hud/v_crosshair1"
"x" "0"
"y" "0"
"width" "32"
"height" "32"
}
"plushair"
{
"font" "Crosshairs"
"character" "Q"
}
"ico_friend_indicator"
{
"file" "vgui/ico_friend_indicator_alone"
"x" "0"
"y" "0"
"width" "32"
"height" "32"
}
"ico_friend_indicator_avatar"
{
"file" "vgui/ico_friend_indicator_scoreboard"
"x" "-1"
"y" "-1"
"width" "57"
"height" "36"
}
}
}

File diff suppressed because it is too large Load Diff

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@@ -0,0 +1,491 @@
// "prop data name"
// {
// "property" "value"
// ...
// }
//
//
// "base" : Specify a base propdata class to derive from (base types can be found in propdata.txt)
//
// "blockLOS" : Override whether this prop should block NPC's Line-Of-Sight.
// "AIWalkable" : Override whether AI should consider this prop as walkable on.
// "dmg.bullets" : Mod damage done by bullets to this prop.
// "dmg.club" : Mod damage done by clubs to this prop.
// "dmg.explosive" : Mod damage done by explosives to this prop.
// NOTE: Use damage modifiers to reflect differences between the amount of
// damage that an object takes from different damage types. Don't
// use them to reflect overall damage strength. i.e. Stone is resilient
// to everything. To reflect this, increase the health of all stone
// objects, don't set the damage modifiers lower.
//
// "damage_table" : Specify a custom physics impact damage table for this prop.
// "health" : Amount of damage this prop should take before breaking.
//
// "explosive_damage" : Explosive damage done by this prop.
// "explosive_radius" : Radius of the explosion caused by this prop when it breaks.
// NOTE: If these two fields are specified for a prop, then the prop will automatically
// create an explosion with the specified values when the prop is broken.
//
// "breakable_model" : The type of breakable gibs this prop should break into. This list is at the bottom of this file.
// "breakable_count" : The number of breakable gibs to break into.
// "allowstatic" : Allow this prop to be static as well as physically simulated.
//
//
"PropData.txt"
{
//=================================================================================
// PAPER
//=================================================================================
// Base damage modifiers for paper objects
// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
"Cardboard.Base"
{
"dmg.bullets" "0.5"
"dmg.club" "1.25"
"dmg.explosive" "1.5"
}
// Cardboard / Paper blocks, less than 1 foot cubed.
// i.e. small cardboard boxes, notepads, newspapers, thin books.
"Cardboard.Small"
{
"base" "Cardboard.Base"
"health" "10"
}
// Cardboard / Paper blocks, less than 3 foot cubed.
// i.e. cardboard boxes. thick books
"Cardboard.Medium"
{
"base" "Cardboard.Base"
"health" "20"
}
// Large Cardboard / Paper blocks
// i.e. solid cardboard boxes
"Cardboard.Large"
{
"base" "Cardboard.Base"
"health" "40"
}
//=================================================================================
// CLOTH
//=================================================================================
// Base damage modifiers for cloth objects
// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
"Cloth.Base"
{
"dmg.bullets" "0.5"
"dmg.club" "0.75"
"dmg.explosive" "1.5"
}
// Small / thin cloth objects
// i.e. shorts, shirts, pants.
"Cloth.Small"
{
"base" "Cloth.Base"
"health" "30"
}
// Heavier cloth / leather objects
// i.e. briefcases
"Cloth.Medium"
{
"base" "Cloth.Base"
"health" "50"
}
// Large / thick cloth objects
// i.e. armchairs, mattresses
"Cloth.Large"
{
"base" "Cloth.Base"
"health" "100"
}
//=================================================================================
// WOOD
//=================================================================================
// Base damage modifiers for wooden objects
// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
"Wooden.Base"
{
"dmg.bullets" "0.75"
"dmg.club" "2.0"
"dmg.explosive" "1.5"
"breakable_model" "WoodChunks"
"breakable_skin" "0"
}
// Tiny Wooden pieces that should die in one hit
// i.e splinters
"Wooden.Tiny"
{
"base" "Wooden.Base"
"health" "6"
"breakable_count" "0"
}
// Wooden blocks, less than 1 foot cubed.
// i.e pieces of board, branches.
"Wooden.Small"
{
"base" "Wooden.Base"
"health" "20"
"breakable_count" "2"
}
// Wooden blocks, less than 3 foot cubed.
// i.e boards, small crates, pallettes, ladders, chairs.
"Wooden.Medium"
{
"base" "Wooden.Base"
"health" "30"
"breakable_count" "4"
}
// Large wooden blocks, less than 5 foot cubed.
// i.e Crates, benches.
"Wooden.Large"
{
"base" "Wooden.Base"
"health" "50"
"breakable_count" "6"
}
// Extra large wooden objects
// i.e posts
"Wooden.ExtraLarge"
{
"base" "Wooden.Base"
"health" "100"
"breakable_count" "8"
}
// Huge wooden objects.
// i.e Big Wardrobes, bookcases
"Wooden.Huge"
{
"base" "Wooden.Base"
"health" "130"
"breakable_count" "10"
}
//=================================================================================
// STONE
//=================================================================================
// Base damage modifiers for stone objects
// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
"Stone.Base"
{
"dmg.bullets" "1.0"
"dmg.club" "1.0"
"dmg.explosive" "1.0"
}
// Stone blocks, less than 1 foot cubed
// i.e. cinderblocks, small rocks.
"Stone.Small"
{
"base" "Stone.Base"
"health" "50"
}
// Medium stone blocks, less than 3 foot cubed
// i.e. rubble chunks
"Stone.Medium"
{
"base" "Stone.Base"
"health" "100"
}
// Large stone blocks, less than 5 foot cubed
// i.e. big rubble chunks
"Stone.Large"
{
"base" "Stone.Base"
"health" "200"
}
// Huge stone blocks, less than 5 foot cubed
// i.e. enormous rubble chunks
"Stone.Huge"
{
"base" "Stone.Base"
"health" "400"
}
//=================================================================================
// GLASS
//=================================================================================
// Base damage modifiers for glass objects
// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
"Glass.Base"
{
"dmg.bullets" "1.0"
"dmg.club" "1.0"
"dmg.explosive" "0.1" // Trial: Get knocked around more than destroyed?
}
// Glass blocks, less than 1 foot cubed
// i.e. bottles, jugs, glasses.
"Glass.Small"
{
"base" "Glass.Base"
"health" "5"
"damage_table" "glass"
}
"Glass.Window"
{
"base" "Glass.Base"
"dmg.explosive" "1.0" // Override base glass explosive behavior
"dmg.bullets" "0.5"
"health" "15"
"damage_table" "glass"
}
//=================================================================================
// METAL
//=================================================================================
// Base damage modifiers for metal objects
// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
"Metal.Base"
{
"dmg.bullets" "1.0"
"dmg.club" "1.0"
"dmg.explosive" "1.0"
"health" "0" // By default, metal objects aren't breakable
}
// Small metal blocks, less than 1 foot cubed
// i.e. tin cans, paint tins, metal buckets.
"Metal.Small"
{
"base" "Metal.Base"
}
// Medium metal objects.
// i.e. wheelbarrows, metal boxes, bicycles, barrels, ladders, filing cabinets.
"Metal.Medium"
{
"base" "Metal.Base"
}
// Large metal objects.
// i.e. ibeams, dumpsters, car bodies, refridgerators
"Metal.Large"
{
"base" "Metal.Base"
}
//=================================================================================
// PLASTIC
//=================================================================================
// Base damage modifiers for plastic objects
// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
"Plastic.Base"
{
"dmg.bullets" "1.0"
"dmg.club" "1.0"
"dmg.explosive" "1.0"
"health" "0"
}
// Plastic blocks, less than 2 foot cubed
// i.e. plastic cups, plastic milk crates, phones
"Plastic.Small"
{
"base" "Plastic.Base"
}
// Plastic blocks, less than 4 foot cubed
// i.e. plastic chairs, tables, barrels
"Plastic.Medium"
{
"base" "Plastic.Base"
}
// Large Plastic objects, or medium objects with mixes of plastic & metal that you still want destructable
// i.e. computer equipment
"Plastic.Large"
{
"base" "Plastic.Base"
}
//=================================================================================
// ITEMS
//=================================================================================
// Base damage modifiers for items
// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
"Item.Base"
{
"dmg.bullets" "1.0"
"dmg.club" "1.0"
"dmg.explosive" "1.0"
"health" "0" // By default, metal objects aren't breakable
}
// Plastic blocks, less than 2 foot cubed
// i.e. plastic cups, plastic milk crates, phones
"Item.Small"
{
"base" "Item.Base"
}
// Plastic blocks, less than 4 foot cubed
// i.e. plastic chairs, tables, barrels
"Item.Medium"
{
"base" "Item.Base"
}
// Large Plastic objects, or medium objects with mixes of plastic & metal that you still want destructable
// i.e. computer equipment
"Item.Large"
{
"base" "Item.Base"
}
//=================================================================================
// POTTERY
//=================================================================================
// Base damage modifiers for pottery objects
// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
"Pottery.Base"
{
"dmg.bullets" "1.0"
"dmg.club" "1.25"
"dmg.explosive" "1.5"
}
// Pottery blocks, less than 2 foot cubed
// i.e. flowerpots.
"Pottery.Small"
{
"base" "Pottery.Base"
"health" "5"
"damage_table" "glass"
}
// Medium pottery objects
// i.e. large flowerpots.
"Pottery.Medium"
{
"base" "Pottery.Base"
"health" "40"
}
// Large pottery objects
// i.e. big chunks of wall plaster
"Pottery.Large"
{
"base" "Pottery.Base"
"health" "70"
}
// Huge pottery objects.
// i.e. big ornate pottery vessels.
"Pottery.Huge"
{
"base" "Pottery.Base"
"health" "100"
}
//=================================================================================
// FLESH
//=================================================================================
// Base damage modifiers for flesh objects
// DON'T USE THIS FOR A PROP. USE THE NON.BASE ONES.
"Flesh.Base"
{
"dmg.bullets" "1.25"
"dmg.club" "1.0"
"dmg.explosive" "1.5"
}
// Flesh blocks that should die in a single hit
// i.e. fruit, food items, gibs.
"Flesh.Tiny"
{
"base" "Flesh.Base"
"health" "3"
}
// Flesh blocks, less than 1 foot cubed
// i.e. fruit, food items, gibs.
"Flesh.Small"
{
"base" "Flesh.Base"
"health" "10"
}
//=================================================================================
// BREAKABLE DATA. NOT PROPDATA TYPES.
//=================================================================================
"BreakableModels"
{
// Sorted in order of smallest to largest
"WoodChunks"
{
"models\Gibs\wood_gib01e.mdl" "1"
"models\Gibs\wood_gib01d.mdl" "1"
"models\Gibs\wood_gib01c.mdl" "1"
"models\Gibs\wood_gib01b.mdl" "1"
"models\Gibs\wood_gib01a.mdl" "1"
}
"GlassChunks"
{
"models\Gibs\Glass_shard01.mdl" "1"
"models\Gibs\Glass_shard02.mdl" "1"
"models\Gibs\Glass_shard03.mdl" "1"
"models\Gibs\Glass_shard04.mdl" "1"
"models\Gibs\Glass_shard05.mdl" "1"
"models\Gibs\Glass_shard06.mdl" "1"
}
"ConcreteChunks"
{
"models\props_debris\concrete_chunk08a.mdl" "1"
"models\props_debris\concrete_chunk09a.mdl" "1"
"models\props_debris\concrete_chunk03a.mdl" "1"
"models\props_debris\concrete_chunk07a.mdl" "1"
"models\props_debris\concrete_chunk09a.mdl" "1"
"models\props_debris\concrete_chunk02a.mdl" "1"
}
"MetalChunks"
{
"models\Gibs\metal_gib1.mdl" "1"
"models\Gibs\metal_gib2.mdl" "1"
"models\Gibs\metal_gib3.mdl" "1"
"models\Gibs\metal_gib4.mdl" "1"
"models\Gibs\metal_gib5.mdl" "1"
}
}
}

View File

@@ -0,0 +1,16 @@
soundscaples_manifest
{
"file" "scripts/soundscapes.txt"
// List additional soundscape files here
"file" "scripts/soundscapes_canals.txt"
"file" "scripts/soundscapes_klab.txt"
"file" "scripts/soundscapes_elab.txt"
"file" "scripts/soundscapes_streetwar.txt"
"file" "scripts/soundscapes_citadel.txt"
"file" "scripts/soundscapes_town.txt"
"file" "scripts/soundscapes_coast.txt"
"file" "scripts/soundscapes_prison.txt"
"file" "scripts/soundscapes_trainyard.txt"
}

View File

@@ -0,0 +1,17 @@
// Override this file in your mod directory so you can load the base HL2 file as well
// as new properties.
// NOTE: Listing a property twice (e.g. in separate files) means that
// the values in the second definition will override the first definition
// NOTE: Each file must have a unique name. The physics system does not understand mods and will not
// parse the same file (compared by name) twice.
surfaceproperties_manifest
{
"file" "scripts/surfaceproperties.txt"
// List additional surface property files here:
"file" "scripts/surfaceproperties_hl2.txt"
}

View File

@@ -0,0 +1,120 @@
//============================================================================================================
// Alyx criteria
criterion "IsAlyx" "classname" "npc_alyx" "required"
//============================================================================================================
//============================================================================================================
// Alyx Combat speech
//============================================================================================================
//----------------------------------------------------------------------------
response "AlyxDanger"
{
scene "scenes/npc/Alyx/getback01.vcd"
scene "scenes/npc/Alyx/getback02.vcd"
scene "scenes/npc/Alyx/getdown01.vcd"
scene "scenes/npc/Alyx/watchout01.vcd"
scene "scenes/npc/Alyx/watchout02.vcd"
}
rule AlyxDanger
{
criteria IsAlyx ConceptTalkDanger
response AlyxDanger
}
response AlyxShot
{
scene "scenes/npc/Alyx/gasp02.vcd"
scene "scenes/npc/Alyx/gasp03.vcd"
scene "scenes/npc/Alyx/hurt04.vcd"
scene "scenes/npc/Alyx/hurt05.vcd"
scene "scenes/npc/Alyx/hurt06.vcd"
scene "scenes/npc/Alyx/hurt08.vcd"
scene "scenes/npc/Alyx/uggh01.vcd"
}
rule AlyxShot
{
criteria IsAlyx ConceptShot
response AlyxShot
}
response AlyxEnemyDead
{
scene "scenes/npc/Alyx/brutal02.vcd" respeakdelay 300
}
rule AlyxEnemyDead
{
criteria IsAlyx ConceptEnemyDead
response AlyxEnemyDead
}
response AlyxHideAndReload
{
scene "scenes/npc/Alyx/coverme01.vcd"
scene "scenes/npc/Alyx/coverme02.vcd"
scene "scenes/npc/Alyx/coverme03.vcd"
}
rule AlyxHideAndReload
{
criteria IsAlyx ConceptHideAndReload PlayerNear
response AlyxHideAndReload
}
response AlyxTalkPlayerPushed
{
scene "scenes/npc/Alyx/excuseme01.vcd"
scene "scenes/npc/Alyx/excuseme02.vcd"
scene "scenes/npc/Alyx/excuseme03.vcd"
}
rule AlyxTalkPlayerPushed
{
criteria IsAlyx ConceptTalkPlayerPushed SeenByPlayer NoRecentCombat
response AlyxTalkPlayerPushed
}
response AlyxPlayerReload
{
scene "scenes/npc/Alyx/youreload01.vcd"
scene "scenes/npc/Alyx/youreload02.vcd"
}
rule AlyxPlayerReload
{
criteria ConceptPlayerReload IsAlyx PlayerNear SeePlayer
response AlyxPlayerReload
}
response AlyxWatchOut
{
scene "scenes/npc/Alyx/lookout01.vcd"
scene "scenes/npc/Alyx/lookout03.vcd"
}
rule AlyxWatchOut
{
criteria IsAlyx ConceptTalkWatchout
response AlyxWatchout
}
response AlyxPlayerDead
{
scene "scenes/npc/Alyx/ohno_startle01.vcd"
scene "scenes/npc/Alyx/ohno_startle02.vcd"
scene "scenes/npc/Alyx/ohno_startle03.vcd"
}
rule AlyxPlayerDead
{
criteria IsAlyx ConceptPlayerDead
response AlyxWatchout
matchonce
}
//----------------------------------------------------------------------------
//============================================================================================================

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@@ -0,0 +1,915 @@
//============================================================================================================
// Citizen criteria
//============================================================================================================
criterion "IsCitizen" "classname" "npc_citizen" "required"
criterion "IsRPGUser" "attacking_with_weapon" "weapon_rpg" required
criterion "EnemyIsSniper" "enemy" "npc_sniper" required
criterion "EnemyIsStrider" "enemy" "npc_strider" required
criterion "HurtByFire" "hurt_by_fire" "1" required
//============================================================================================================
// Citizen Hello speech
//============================================================================================================
response "CitizenHello"
{
scene "scenes/npc/$gender01/abouttime01.vcd"
scene "scenes/npc/$gender01/abouttime02.vcd"
scene "scenes/npc/$gender01/ahgordon01.vcd"
scene "scenes/npc/$gender01/ahgordon02.vcd"
scene "scenes/npc/$gender01/docfreeman01.vcd"
scene "scenes/npc/$gender01/docfreeman02.vcd"
scene "scenes/npc/$gender01/freeman.vcd"
scene "scenes/npc/$gender01/hellodrfm01.vcd"
scene "scenes/npc/$gender01/hellodrfm02.vcd"
scene "scenes/npc/$gender01/heydoc01.vcd"
scene "scenes/npc/$gender01/heydoc02.vcd"
scene "scenes/npc/$gender01/hi01.vcd"
scene "scenes/npc/$gender01/hi02.vcd"
}
rule CitizenHello
{
criteria IsCitizen ConceptTalkHello IsGordonCriminal NPCIdle PlayerNear SeePlayer
response CitizenHello
}
//============================================================================================================
// Citizen Idle speech
//============================================================================================================
response "CitizenTalkStare"
{
scene "scenes/npc/$gender01/doingsomething.vcd"
scene "scenes/npc/$gender01/getgoingsoon.vcd"
scene "scenes/npc/$gender01/waitingsomebody.vcd"
}
rule CitizenTalkStare
{
criteria IsCitizen ConceptTalkStare IsGordonCriminal NPCIdle
response CitizenTalkStare
}
//------------------------------------------------------------------------------------------------------------
response "CitizenTalkPlayerPushed"
{
scene "scenes/npc/$gender01/sorryfm01.vcd"
scene "scenes/npc/$gender01/sorryfm02.vcd"
scene "scenes/npc/$gender01/sorrydoc01.vcd"
scene "scenes/npc/$gender01/sorrydoc02.vcd"
scene "scenes/npc/$gender01/sorrydoc04.vcd"
scene "scenes/npc/$gender01/excuseme01.vcd"
scene "scenes/npc/$gender01/excuseme02.vcd"
scene "scenes/npc/$gender01/pardonme01.vcd"
scene "scenes/npc/$gender01/pardonme02.vcd"
scene "scenes/npc/$gender01/sorry01.vcd"
scene "scenes/npc/$gender01/sorry02.vcd"
scene "scenes/npc/$gender01/sorry03.vcd"
scene "scenes/npc/$gender01/outofyourway01.vcd"
scene "scenes/npc/$gender01/outofyourway02.vcd"
scene "scenes/npc/$gender01/whoops01.vcd"
}
rule CitizenTalkPlayerPushed
{
criteria IsCitizen ConceptTalkPlayerPushed SeenByPlayer NoRecentCombat
response CitizenTalkPlayerPushed
}
//============================================================================================================
// Citizen Questions & Responses speech
//============================================================================================================
response "CitizenQuestion"
{
scene "scenes/npc/$gender01/question01.vcd" delay 1
scene "scenes/npc/$gender01/question02.vcd" delay 1
scene "scenes/npc/$gender01/question03.vcd" delay 1
scene "scenes/npc/$gender01/question04.vcd" delay 1
scene "scenes/npc/$gender01/question05.vcd" delay 1
scene "scenes/npc/$gender01/question06.vcd" delay 1
scene "scenes/npc/$gender01/question07.vcd" delay 1
scene "scenes/npc/$gender01/question08.vcd" delay 1
scene "scenes/npc/$gender01/question09.vcd" delay 1
scene "scenes/npc/$gender01/question10.vcd" delay 1
scene "scenes/npc/$gender01/question11.vcd" delay 1
scene "scenes/npc/$gender01/question12.vcd" delay 1
scene "scenes/npc/$gender01/question13.vcd" delay 1
scene "scenes/npc/$gender01/question14.vcd" delay 1
scene "scenes/npc/$gender01/question15.vcd" delay 1
scene "scenes/npc/$gender01/question16.vcd" delay 1
scene "scenes/npc/$gender01/question17.vcd" delay 1
scene "scenes/npc/$gender01/question18.vcd" delay 1
scene "scenes/npc/$gender01/question19.vcd" delay 1
scene "scenes/npc/$gender01/question20.vcd" delay 1
scene "scenes/npc/$gender01/question21.vcd" delay 1
scene "scenes/npc/$gender01/question22.vcd" delay 1
scene "scenes/npc/$gender01/question23.vcd" delay 1
scene "scenes/npc/$gender01/question25.vcd" delay 1
scene "scenes/npc/$gender01/question26.vcd" delay 1
scene "scenes/npc/$gender01/question27.vcd" delay 1
scene "scenes/npc/$gender01/question28.vcd" delay 1
scene "scenes/npc/$gender01/question29.vcd" delay 1
scene "scenes/npc/$gender01/question30.vcd" delay 1
scene "scenes/npc/$gender01/question31.vcd" delay 1
}
rule CitizenQuestion
{
criteria IsCitizen ConceptTalkQuestion IsGordonCriminal PlayerAlive
response CitizenQuestion
}
//------------------------------------------------------------------------------------------------------------
response "CitizenAnswer"
{
scene "scenes/npc/$gender01/answer01.vcd" delay 2
scene "scenes/npc/$gender01/answer02.vcd" delay 2
scene "scenes/npc/$gender01/answer03.vcd" delay 2
scene "scenes/npc/$gender01/answer04.vcd" delay 2
scene "scenes/npc/$gender01/answer05.vcd" delay 2
scene "scenes/npc/$gender01/answer07.vcd" delay 2
scene "scenes/npc/$gender01/answer08.vcd" delay 2
scene "scenes/npc/$gender01/answer09.vcd" delay 2
scene "scenes/npc/$gender01/answer10.vcd" delay 2
scene "scenes/npc/$gender01/answer11.vcd" delay 2
scene "scenes/npc/$gender01/answer12.vcd" delay 2
scene "scenes/npc/$gender01/answer13.vcd" delay 2
scene "scenes/npc/$gender01/answer14.vcd" delay 2
scene "scenes/npc/$gender01/answer15.vcd" delay 2
scene "scenes/npc/$gender01/answer16.vcd" delay 2
scene "scenes/npc/$gender01/answer17.vcd" delay 2
scene "scenes/npc/$gender01/answer18.vcd" delay 2
scene "scenes/npc/$gender01/answer19.vcd" delay 2
scene "scenes/npc/$gender01/answer20.vcd" delay 2
scene "scenes/npc/$gender01/answer21.vcd" delay 2
scene "scenes/npc/$gender01/answer22.vcd" delay 2
scene "scenes/npc/$gender01/answer23.vcd" delay 2
scene "scenes/npc/$gender01/answer24.vcd" delay 2
scene "scenes/npc/$gender01/answer25.vcd" delay 2
scene "scenes/npc/$gender01/answer26.vcd" delay 2
scene "scenes/npc/$gender01/answer27.vcd" delay 2
scene "scenes/npc/$gender01/answer28.vcd" delay 2
scene "scenes/npc/$gender01/answer29.vcd" delay 2
scene "scenes/npc/$gender01/answer30.vcd" delay 2
scene "scenes/npc/$gender01/answer31.vcd" delay 2
scene "scenes/npc/$gender01/answer32.vcd" delay 2
scene "scenes/npc/$gender01/answer33.vcd" delay 2
scene "scenes/npc/$gender01/answer34.vcd" delay 2
scene "scenes/npc/$gender01/answer35.vcd" delay 2
scene "scenes/npc/$gender01/answer36.vcd" delay 2
scene "scenes/npc/$gender01/answer37.vcd" delay 2
scene "scenes/npc/$gender01/answer38.vcd" delay 2
scene "scenes/npc/$gender01/answer39.vcd" delay 2
scene "scenes/npc/$gender01/answer40.vcd" delay 2
}
//---------------------
rule CitizenAnswer
{
criteria IsCitizen ConceptTalkAnswer IsGordonCriminal PlayerAlive
response CitizenAnswer
}
//============================================================================================================
// Citizen Questions & Responses with Vortigaunts in Scene
//============================================================================================================
response "CitizenQuestionVort"
{
scene "scenes/npc/$gender01/vquestion01.vcd" delay 1
scene "scenes/npc/$gender01/vquestion02.vcd" delay 1
scene "scenes/npc/$gender01/vquestion03.vcd" delay 1
scene "scenes/npc/$gender01/vquestion04.vcd" delay 1
scene "scenes/npc/$gender01/vquestion05.vcd" delay 1
scene "scenes/npc/$gender01/vquestion06.vcd" delay 1
scene "scenes/npc/$gender01/vquestion07.vcd" delay 1
}
rule CitizenQuestionVort
{
criteria IsCitizen ConceptTalkQuestionVort IsGordonCriminal NPCIdle PlayerAlive
response CitizenQuestionVort
}
//------------------------------------------------------------------------------------------------------------
response "CitizenAnswerVort"
{
scene "scenes/npc/$gender01/vanswer01.vcd" delay 2
scene "scenes/npc/$gender01/vanswer02.vcd" delay 2
scene "scenes/npc/$gender01/vanswer03.vcd" delay 2
scene "scenes/npc/$gender01/vanswer04.vcd" delay 2
scene "scenes/npc/$gender01/vanswer05.vcd" delay 2
scene "scenes/npc/$gender01/vanswer06.vcd" delay 2
scene "scenes/npc/$gender01/vanswer07.vcd" delay 2
scene "scenes/npc/$gender01/vanswer08.vcd" delay 2
scene "scenes/npc/$gender01/vanswer09.vcd" delay 2
scene "scenes/npc/$gender01/vanswer10.vcd" delay 2
scene "scenes/npc/$gender01/vanswer11.vcd" delay 2
scene "scenes/npc/$gender01/vanswer12.vcd" delay 2
scene "scenes/npc/$gender01/vanswer13.vcd" delay 2
scene "scenes/npc/$gender01/vanswer14.vcd" delay 2
}
rule CitizenAnswerVort
{
criteria IsCitizen ConceptTalkAnswerVort IsGordonCriminal NPCIdle PlayerAlive
response CitizenAnswerVort
}
//============================================================================================================
// Citizen Mourning the player's death
//============================================================================================================
response "CitizenMournQ"
{
scene "scenes/npc/$gender01/gordead_ques01.vcd"
scene "scenes/npc/$gender01/gordead_ques02.vcd"
scene "scenes/npc/$gender01/gordead_ques03a.vcd"
scene "scenes/npc/$gender01/gordead_ques03b.vcd"
scene "scenes/npc/$gender01/gordead_ques04.vcd"
scene "scenes/npc/$gender01/gordead_ques05.vcd"
scene "scenes/npc/$gender01/gordead_ques06.vcd"
scene "scenes/npc/$gender01/gordead_ques07.vcd"
scene "scenes/npc/$gender01/gordead_ques08.vcd"
scene "scenes/npc/$gender01/gordead_ques09.vcd"
scene "scenes/npc/$gender01/gordead_ques10.vcd"
scene "scenes/npc/$gender01/gordead_ques11.vcd"
scene "scenes/npc/$gender01/gordead_ques12.vcd"
scene "scenes/npc/$gender01/gordead_ques13.vcd"
scene "scenes/npc/$gender01/gordead_ques14.vcd"
scene "scenes/npc/$gender01/gordead_ques15.vcd"
scene "scenes/npc/$gender01/gordead_ques16.vcd"
scene "scenes/npc/$gender01/gordead_ques17.vcd"
}
rule CitizenMournQ
{
criteria IsCitizen ConceptTalkQuestion IsGordonCriminal PlayerDead
response CitizenMournQ
matchonce
}
//------------------------------------------------------------------------------------------------------------
response "CitizenMournA"
{
scene "scenes/npc/$gender01/gordead_ans01.vcd"
scene "scenes/npc/$gender01/gordead_ans02.vcd"
scene "scenes/npc/$gender01/gordead_ans03.vcd"
scene "scenes/npc/$gender01/gordead_ans04.vcd"
scene "scenes/npc/$gender01/gordead_ans05.vcd"
scene "scenes/npc/$gender01/gordead_ans06.vcd"
scene "scenes/npc/$gender01/gordead_ans07.vcd"
scene "scenes/npc/$gender01/gordead_ans08.vcd"
scene "scenes/npc/$gender01/gordead_ans09.vcd"
scene "scenes/npc/$gender01/gordead_ans10.vcd"
scene "scenes/npc/$gender01/gordead_ans11.vcd"
scene "scenes/npc/$gender01/gordead_ans12.vcd"
scene "scenes/npc/$gender01/gordead_ans13.vcd"
scene "scenes/npc/$gender01/gordead_ans14.vcd"
scene "scenes/npc/$gender01/gordead_ans15.vcd"
scene "scenes/npc/$gender01/gordead_ans16.vcd"
scene "scenes/npc/$gender01/gordead_ans17.vcd"
scene "scenes/npc/$gender01/gordead_ans18.vcd"
scene "scenes/npc/$gender01/gordead_ans19.vcd"
scene "scenes/npc/$gender01/gordead_ans20.vcd"
}
rule CitizenMournA
{
criteria IsCitizen ConceptTalkAnswer IsGordonCriminal PlayerDead
response CitizenMournA
matchonce
}
response "CitizenMournAll"
{
response CitizenMournQ
response CitizenMournA
}
rule CitizenMourn
{
criteria IsCitizen ConceptPlayerDead IsGordonCriminal PlayerDead
response CitizenMournAll
matchonce
}
//-----------------------------------------
response "CitizenHeal"
{
scene "scenes/npc/$gender01/health01.vcd" delay 1
scene "scenes/npc/$gender01/health02.vcd" delay 1
scene "scenes/npc/$gender01/health03.vcd" delay 1
scene "scenes/npc/$gender01/health04.vcd" delay 1
scene "scenes/npc/$gender01/health05.vcd" delay 1
}
rule CitizenHeal
{
criteria IsCitizen ConceptTalkHeal
response CitizenHeal
}
//---------------------------
response "CitizenGiveAmmo"
{
scene "scenes/npc/$gender01/ammo01.vcd" delay 1
scene "scenes/npc/$gender01/ammo02.vcd" delay 1
scene "scenes/npc/$gender01/ammo03.vcd" delay 1
scene "scenes/npc/$gender01/ammo04.vcd" delay 1
scene "scenes/npc/$gender01/ammo05.vcd" delay 1
}
rule CitizenGiveAmmo
{
criteria IsCitizen ConceptTalkGiveAmmo
response CitizenGiveAmmo
}
//============================================================================================================
// Citizen Combat speech
//============================================================================================================
response "CitizenDanger"
{
permitrepeats
scene "scenes/npc/$gender01/watchout.vcd" weight 1
scene "scenes/npc/$gender01/uhoh.vcd" weight 1.1
scene "scenes/npc/$gender01/lookoutfm01.vcd" weight .9
scene "scenes/npc/$gender01/startle01.vcd" weight 1.1
scene "scenes/npc/$gender01/startle02.vcd" weight 1.1
scene "scenes/npc/$gender01/getdown02.vcd" weight 1
}
rule CitizenDanger
{
criteria IsCitizen ConceptTalkDanger
response CitizenDanger
}
response CitizenDangerBig
{
permitrepeats
scene "scenes/npc/$gender01/strider_run.vcd"
scene "scenes/npc/$gender01/gethellout.vcd"
response CitizenDanger weight 12 // 6 * 2
}
rule CitizenDangerBig
{
criteria IsCitizen ConceptTalkDanger EnemyIsStrider
response CitizenDangerBig
}
response "CitizenMortarDanger"
{
scene "scenes/npc/$gender01/watchout.vcd"
scene "scenes/npc/$gender01/headsup01.vcd"
scene "scenes/npc/$gender01/getdown02.vcd"
scene "scenes/npc/$gender01/headsup02.vcd"
scene "scenes/npc/$gender01/incoming02.vcd"
scene "scenes/npc/$gender01/takecover02.vcd"
}
rule CitizenMortarDanger
{
criteria IsCitizen ConceptTalkDanger EnemyIsMortar
response CitizenMortarDanger
}
response "CitizenSniperDanger"
{
scene "scenes/npc/$gender01/uhoh.vcd"
scene "scenes/npc/$gender01/startle01.vcd"
scene "scenes/npc/$gender01/startle02.vcd"
scene "scenes/npc/$gender01/getdown02.vcd"
}
rule CitizenSniperDanger
{
criteria IsCitizen ConceptTalkDanger EnemyIsSniper
response CitizenSniperDanger
}
//============================================================================================================
// Citizen Reloads Weapon
//============================================================================================================
response "CitizenHideAndReload"
{
scene "scenes/npc/$gender01/coverwhilereload01.vcd"
scene "scenes/npc/$gender01/coverwhilereload02.vcd"
scene "scenes/npc/$gender01/gottareload01.vcd"
// print "Gotta reload!"
}
rule CitizenHideAndReload
{
criteria IsCitizen ConceptHideAndReload
response CitizenHideAndReload
}
//============================================================================================================
// Citizen Reminds Player to Reload
//============================================================================================================
response "CitizenPlayerReload"
{
scene "scenes/npc/$gender01/dontforgetreload01.vcd"
scene "scenes/npc/$gender01/reloadfm01.vcd"
scene "scenes/npc/$gender01/reloadfm02.vcd"
scene "scenes/npc/$gender01/youdbetterreload01.vcd"
// print "You better reload, Doc."
}
rule CitizenPlayerReload
{
criteria ConceptPlayerReload IsCitizen PlayerNear SeePlayer
response CitizenPlayerReload
}
//------------------------------------------------------------------------------------------------------------
response "CitizenNewWeapon"
{
scene "scenes/npc/$gender01/nice.vcd"
scene "scenes/npc/$gender01/nice01.vcd"
scene "scenes/npc/$gender01/nice02.vcd"
scene "scenes/npc/$gender01/thislldonicely.vcd"
scene "scenes/npc/$gender01/yeah01.vcd"
scene "scenes/npc/$gender01/fantastic01.vcd"
scene "scenes/npc/$gender01/fantastic02.vcd"
scene "scenes/npc/$gender01/finally.vcd"
scene "scenes/npc/$gender01/oneforme.vcd"
scene "scenes/npc/$gender01/evenodds.vcd"
}
rule CitizenNewWeapon
{
criteria IsCitizen ConceptNewWeapon
response CitizenNewWeapon
}
//------------------------------------------------------------------------------------------------------------
response CitizenOuch
{
permitrepeats
scene "scenes/npc/$gender01/ow01.vcd"
scene "scenes/npc/$gender01/ow02.vcd"
speak npc_citizen.die weight 9 // there are nine waves in there
}
//------------------------------------------------------------------------------------------------------------
response CitizenMortalWound
{
scene "scenes/npc/$gender01/imhurt01.vcd"
scene "scenes/npc/$gender01/imhurt02.vcd"
}
rule CitizenMortalWound
{
criteria IsCitizen ConceptTalkMortal
response CitizenMortalWound
}
//------------------------------------------------------------------------------------------------------------
rule CitizenWound
{
criteria IsCitizen ConceptTalkWound
response CitizenOuch
}
//------------------------------------------------------------------------------------------------------------
response CitizenWoundFire
{
scene "scenes/npc/$gender01/ow01.vcd"
scene "scenes/npc/$gender01/no01.vcd"
scene "scenes/npc/$gender01/no02.vcd"
}
rule CitizenWoundFire
{
criteria IsCitizen ConceptTalkWound HurtByFire
response CitizenWoundFire
}
//------------------------------------------------------------------------------------------------------------
response "CitizenShotArm"
{
permitrepeats
scene "scenes/npc/$gender01/myarm01.vcd"
scene "scenes/npc/$gender01/myarm02.vcd"
response CitizenOuch weight 8
}
rule CitizenShotArm
{
criteria IsCitizen ConceptShot ShotInArm
response CitizenShotArm
}
response "CitizenShotLeg"
{
permitrepeats
scene "scenes/npc/$gender01/myleg01.vcd"
scene "scenes/npc/$gender01/myleg02.vcd"
response CitizenOuch weight 8
}
rule CitizenShotLeg
{
criteria IsCitizen ConceptShot ShotInLeg
response CitizenShotLeg
}
response "CitizenShotGut"
{
permitrepeats
scene "scenes/npc/$gender01/mygut01.vcd"
scene "scenes/npc/$gender01/mygut02.vcd"
scene "scenes/npc/$gender01/hitingut01.vcd"
scene "scenes/npc/$gender01/hitingut02.vcd"
response CitizenOuch weight 16
}
rule CitizenShotGut
{
criteria IsCitizen ConceptShot ShotInGut
response CitizenShotGut
}
//------------------------------------------------------------------------------------------------------------
response CitizenWatchOut
{
scene "scenes/npc/$gender01/lookoutfm01.vcd"
scene "scenes/npc/$gender01/lookoutfm02.vcd"
}
rule CitizenWatchOut
{
criteria IsCitizen ConceptTalkWatchout
response CitizenWatchout
}
response CitizenWatchOutUp
{
scene "scenes/npc/$gender01/upthere01.vcd"
scene "scenes/npc/$gender01/upthere02.vcd"
}
rule CitizenWatchOutUp
{
criteria IsCitizen ConceptTalkWatchout
"dangerloc" "above" required
response CitizenWatchOutUp
}
response CitizenWatchOutBehind
{
scene "scenes/npc/$gender01/behindyou01.vcd"
scene "scenes/npc/$gender01/behindyou02.vcd"
}
rule CitizenWatchOutBehind
{
criteria IsCitizen ConceptTalkWatchout
"dangerloc" "behind" required
response CitizenWatchOutBehind
}
response CitizenWatchOutFar
{
scene "scenes/npc/$gender01/overthere01.vcd"
scene "scenes/npc/$gender01/overthere02.vcd"
}
rule CitizenWatchOutFar
{
criteria IsCitizen ConceptTalkWatchout
"dangerloc" "far" required
response CitizenWatchOutFar
}
//------------------------------------------------------------------------------------------------------------
response "CitizenEnemyDead"
{
scene "scenes/npc/$gender01/gotone01.vcd"
scene "scenes/npc/$gender01/gotone02.vcd"
// scene "scenes/npc/$gender01/likethemapples.vcd"
scene "scenes/npc/$gender01/likethat.vcd"
}
rule CitizenEnemyDead
{
criteria IsCitizen ConceptEnemyDead
response CitizenEnemyDead
rescenedelay 3
}
//------------------------------------------------------------------------------------------------------------
response "CitizenNoShoot"
{
scene "scenes/npc/$gender01/onyourside.vcd"
scene "scenes/npc/$gender01/stopitfm.vcd"
scene "scenes/npc/$gender01/watchwhat.vcd"
}
rule CitizenNoShoot
{
criteria IsCitizen ConceptTalkNoShoot
response CitizenNoShoot
}
//------------------------------------------------------------------------------------------------------------
response "CitizenBetrayed"
{
scene "scenes/npc/$gender01/heretohelp01.vcd"
scene "scenes/npc/$gender01/heretohelp02.vcd"
scene "scenes/npc/$gender01/wetrustedyou01.vcd"
scene "scenes/npc/$gender01/wetrustedyou02.vcd"
scene "scenes/npc/$gender01/notthemanithought01.vcd"
scene "scenes/npc/$gender01/notthemanithought02.vcd"
}
rule CitizenBetrayed
{
criteria IsCitizen ConceptTalkBetrayed
response CitizenBetrayed
}
//------------------------------------------------------------------------------------------------------------
response "CitizenAllyKilled"
{
scene "scenes/npc/$gender01/ohno.vcd"
scene "scenes/npc/$gender01/goodgod.vcd"
scene "scenes/npc/$gender01/startle01.vcd"
scene "scenes/npc/$gender01/startle02.vcd"
scene "scenes/npc/$gender01/no01.vcd"
scene "scenes/npc/$gender01/no02.vcd"
}
rule CitizenAllyKilled
{
criteria IsCitizen ConceptTalkAllyKilled
response CitizenAllyKilled
}
//------------------------------------------------------------------------------------------------------------
response CitizenCombineGroup
{
scene "scenes/npc/$gender01/combine01.vcd"
scene "scenes/npc/$gender01/combine02.vcd"
}
response CitizenCombine
{
response CitizenCombineGroup respeakdelay 300
}
rule CitizenStartCombatCombine
{
criteria IsCitizen ConceptStartCombat
enemy npc_combine_s required
response CitizenCombine
}
//------------------------------------------------------------------------------------------------------------
response CitizenHeadcrabGroup
{
scene "scenes/npc/$gender01/headcrabs01.vcd"
scene "scenes/npc/$gender01/headcrabs02.vcd"
}
response CitizenHeadcrab
{
response CitizenHeadcrabGroup respeakdelay 300
}
rule CitizenStartCombatHeadcrab
{
criteria IsCitizen ConceptStartCombat
enemy npc_headcrab required
response CitizenHeadcrab
}
rule CitizenStartCombatHeadcrabFast
{
criteria IsCitizen ConceptStartCombat
enemy npc_headcrab_fast required
response CitizenHeadcrab
}
rule CitizenStartCombatHeadcrabBlack
{
criteria IsCitizen ConceptStartCombat
enemy npc_headcrab_black required
response CitizenHeadcrab
}
//------------------------------------------------------------------------------------------------------------
response CitizenZombieGroup
{
scene "scenes/npc/$gender01/zombies01.vcd"
scene "scenes/npc/$gender01/zombies02.vcd"
}
response CitizenZombie
{
response CitizenZombieGroup respeakdelay 300
}
rule CitizenStartCombatZombie
{
criteria IsCitizen ConceptStartCombat
enemy npc_zombie required
response CitizenZombie
}
rule CitizenStartCombatZombieTorso
{
criteria IsCitizen ConceptStartCombat
enemy npc_zombie_torso required
response CitizenZombie
}
rule CitizenStartCombatZombieFast
{
criteria IsCitizen ConceptStartCombat
enemy npc_fastzombie required
response CitizenZombie
}
rule CitizenStartCombatZombiePoison
{
criteria IsCitizen ConceptStartCombat
enemy npc_poisonzombie required
response CitizenZombie
}
//------------------------------------------------------------------------------------------------------------
response CitizenScannersGroup
{
scene "scenes/npc/$gender01/scanners01.vcd"
scene "scenes/npc/$gender01/scanners02.vcd"
}
response CitizenScanners
{
response CitizenScannersGroup respeakdelay 300
}
rule CitizenStartCombatScanners
{
criteria IsCitizen ConceptStartCombat
enemy npc_cscanner required
response CitizenScanners
}
//------------------------------------------------------------------------------------------------------------
response CitizenStrider
{
scene "scenes/npc/$gender01/strider.vcd" respeakdelay 300
}
rule CitizenStartCombatStrider
{
criteria IsCitizen ConceptStartCombat
enemy npc_strider required
response CitizenStrider
}
//------------------------------------------------------------------------------------------------------------
response CitizenManhacksGroup
{
scene "scenes/npc/$gender01/itsamanhack01.vcd"
scene "scenes/npc/$gender01/itsamanhack02.vcd"
scene "scenes/npc/$gender01/herecomehacks01.vcd"
scene "scenes/npc/$gender01/herecomehacks02.vcd"
scene "scenes/npc/$gender01/thehacks01.vcd"
scene "scenes/npc/$gender01/thehacks02.vcd"
scene "scenes/npc/$gender01/hacks01.vcd"
scene "scenes/npc/$gender01/hacks02.vcd"
}
response CitizenManhacks
{
response CitizenManhacksGroup respeakdelay 300
}
rule CitizenStartCombatManhacks
{
criteria IsCitizen ConceptStartCombat
enemy npc_manhack required
response CitizenManhacks
}
//------------------------------------------------------------------------------------------------------------
response "CitizenMetroGroup"
{
scene "scenes/npc/$gender01/cps01.vcd"
scene "scenes/npc/$gender01/cps02.vcd"
scene "scenes/npc/$gender01/civilprotection01.vcd"
scene "scenes/npc/$gender01/civilprotection02.vcd"
}
response CitizenMetro
{
response CitizenMetroGroup respeakdelay 300
}
rule CitizenStartCombatMetro
{
criteria IsCitizen ConceptStartCombat
enemy npc_metropolice required
response CitizenMetro
}
//============================================================================================================
// Citizen misc speech
//============================================================================================================
//------------------------------------------------------------------------------------------------------------
response "CitizenFiringRPG"
{
//
}
rule CitizenFiringRPG
{
criteria IsCitizen IsRPGUser
response CitizenFiringRPG
}
//============================================================================================================
// Citizen Leader speech (a citizen that's leading the player somewhere)
//============================================================================================================
response "CitizenLeadWaitOver"
{
scene "scenes/npc/$gender01/gotone02.vcd"
}
rule CitizenLeadWaitOver
{
criteria ConceptLeadWaitOver
response CitizenLeadWaitOver
}
//------------------------------------------------------------------------------------------------------------
response "CitizenLeadAttractPlayer"
{
scene "scenes/npc/$gender01/overhere01.vcd"
}
rule CitizenLeadAttractPlayer
{
criteria IsCitizen ConceptLeadAttractPlayer
response CitizenLeadAttractPlayer
}
response "CitizenSeeCombine"
{
scene "scenes/npc/$gender01/combine01.vcd"
}
rule CitizenSeeCombine
{
criteria IsCitizen ConceptSeeCombine
response CitizenSeeCombine
respeakdelay 45
}
//============================================================================================================
// Citizen responding to the player 'attacking' them with a physics object
//============================================================================================================
response "CitizenPlayerPhysAttack"
{
}
rule CitizenPlayerPhysAttack
{
criteria IsCitizen ConceptTalkPlayerPhysAttack
response CitizenPlayerPhysAttack
}
//============================================================================================================
#include "talker/npc_citizen_commandermode.txt"
#include "talker/npc_citizen_terminal.txt"
#include "talker/npc_citizen_tenement.txt"
#include "talker/npc_citizen_coast.txt"
#include "talker/npc_citizen_canals.txt"
#include "talker/npc_citizen_c17.txt"

View File

@@ -0,0 +1,467 @@
//============================================================================================================
// Commander mode criteria
//============================================================================================================
criterion "IsOnlySelected" "numselected" "1" required
criterion "NotOnlySelected" "numselected" ">1" required
criterion "Is_03_first" "name" "citizen_c17_03_first" required
criterion "UseRadio" "useradio" "1" required
criterion "SquadNearPlayer" "distancetoplayer" "<240" required
criterion "SquadNotNearPlayer" "distancetoplayer" ">=240" required
criterion "SquadNearCommandPoint" "commandpoint_dist_to_npc" "<240" required
criterion "SquadNotNearCommandPoint" "commandpoint_dist_to_npc" ">=240" required
criterion "CommandPointNearPlayer" "commandpoint_dist_to_player" "<144" required
criterion "CommandPointNotNearPlayer" "commandpoint_dist_to_player" ">=144" required
criterion "JoinSquadIndividual" "numjoining" "1" required
criterion "JoinSquadMultiple" "numjoining" ">1" required
criterion "TrailingReinforcement" "reinforcement" "1" required
//============================================================================================================
// Commander mode selection speech
//============================================================================================================
response "CitizenSelected"
{
scene "scenes/npc/$gender01/ok01.vcd"
scene "scenes/npc/$gender01/ok02.vcd"
scene "scenes/npc/$gender01/okimready01.vcd"
scene "scenes/npc/$gender01/okimready02.vcd"
scene "scenes/npc/$gender01/okimready03.vcd"
scene "scenes/npc/$gender01/readywhenyouare01.vcd"
scene "scenes/npc/$gender01/readywhenyouare02.vcd"
}
rule CitizenSelected
{
criteria IsCitizen ConceptTalkSelected
response CitizenSelected
}
//------------------------------------------------------------------------------------------------------------
response "CitizenGroupSelectedRadio"
{
}
rule CitizenGroupSelectedRadio
{
criteria IsCitizen ConceptTalkSelected NotOnlySelected UseRadio
response CitizenGroupSelectedRadio
}
//------------------------------------------------------------------------------------------------------------
response "CitizenSoloSelectedRadio"
{
}
rule CitizenSoloSelectedRadio
{
criteria IsCitizen ConceptTalkSelected UseRadio
response CitizenSoloSelectedRadio
}
//============================================================================================================
// Commander mode orders speech
//============================================================================================================
response CitizenSquadNearToFarIndividual
{
scene "scenes/npc/$gender01/squad_affirm01.vcd"
scene "scenes/npc/$gender01/squad_affirm02.vcd"
scene "scenes/npc/$gender01/squad_affirm03.vcd"
scene "scenes/npc/$gender01/squad_affirm04.vcd"
scene "scenes/npc/$gender01/squad_affirm05.vcd"
scene "scenes/npc/$gender01/squad_affirm06.vcd"
scene "scenes/npc/$gender01/squad_affirm07.vcd"
scene "scenes/npc/$gender01/squad_affirm08.vcd"
scene "scenes/npc/$gender01/squad_affirm09.vcd"
// speak "npc_citizen.squad_affirm01"
// speak "npc_citizen.squad_affirm02"
// speak "npc_citizen.squad_affirm03"
// speak "npc_citizen.squad_affirm04"
// speak "npc_citizen.squad_affirm05"
// speak "npc_citizen.squad_affirm06"
// speak "npc_citizen.squad_affirm07"
// speak "npc_citizen.squad_affirm08"
// speak "npc_citizen.squad_affirm09"
scene "scenes/npc/$gender01/letsgo01.vcd"
scene "scenes/npc/$gender01/letsgo02.vcd"
scene "scenes/npc/$gender01/yougotit02.vcd"
}
response CitizenSquadNearToFarGroup
{
scene "scenes/npc/$gender01/squad_affirm01.vcd"
scene "scenes/npc/$gender01/squad_affirm02.vcd"
scene "scenes/npc/$gender01/squad_affirm03.vcd"
scene "scenes/npc/$gender01/squad_affirm05.vcd"
scene "scenes/npc/$gender01/squad_affirm06.vcd"
scene "scenes/npc/$gender01/squad_affirm07.vcd"
scene "scenes/npc/$gender01/squad_affirm08.vcd"
scene "scenes/npc/$gender01/squad_affirm09.vcd"
scene "scenes/npc/$gender01/squad_away01.vcd"
scene "scenes/npc/$gender01/squad_away02.vcd"
scene "scenes/npc/$gender01/squad_away03.vcd"
// speak "npc_citizen.squad_affirm01"
// speak "npc_citizen.squad_affirm02"
// speak "npc_citizen.squad_affirm03"
// speak "npc_citizen.squad_affirm05"
// speak "npc_citizen.squad_affirm06"
// speak "npc_citizen.squad_affirm07"
// speak "npc_citizen.squad_affirm08"
// speak "npc_citizen.squad_affirm09"
// speak "npc_citizen.squad_away01"
// speak "npc_citizen.squad_away02"
// speak "npc_citizen.squad_away03"
scene "scenes/npc/$gender01/letsgo01.vcd"
scene "scenes/npc/$gender01/letsgo02.vcd"
scene "scenes/npc/$gender01/yougotit02.vcd"
}
response CitizenSquadFarToNearIndividual
{
scene "scenes/npc/$gender01/squad_affirm01.vcd"
scene "scenes/npc/$gender01/squad_affirm02.vcd"
scene "scenes/npc/$gender01/squad_affirm03.vcd"
scene "scenes/npc/$gender01/squad_affirm07.vcd"
scene "scenes/npc/$gender01/squad_affirm08.vcd"
scene "scenes/npc/$gender01/squad_affirm09.vcd"
//scene "scenes/npc/$gender01/squad_approach04.vcd"
// speak "npc_citizen.squad_affirm01"
// speak "npc_citizen.squad_affirm02"
// speak "npc_citizen.squad_affirm03"
// speak "npc_citizen.squad_affirm07"
// speak "npc_citizen.squad_affirm08"
// speak "npc_citizen.squad_affirm09"
// speak "npc_citizen.squad_approach04"
scene "scenes/npc/$gender01/yougotit02.vcd"
}
response CitizenSquadFarToNearGroup
{
scene "scenes/npc/$gender01/squad_affirm01.vcd"
scene "scenes/npc/$gender01/squad_affirm02.vcd"
scene "scenes/npc/$gender01/squad_affirm03.vcd"
scene "scenes/npc/$gender01/squad_affirm07.vcd"
scene "scenes/npc/$gender01/squad_affirm08.vcd"
scene "scenes/npc/$gender01/squad_affirm09.vcd"
scene "scenes/npc/$gender01/squad_approach01.vcd"
scene "scenes/npc/$gender01/squad_approach02.vcd"
scene "scenes/npc/$gender01/squad_approach03.vcd"
scene "scenes/npc/$gender01/squad_approach04.vcd"
// speak "npc_citizen.squad_affirm01"
// speak "npc_citizen.squad_affirm02"
// speak "npc_citizen.squad_affirm03"
// speak "npc_citizen.squad_affirm07"
// speak "npc_citizen.squad_affirm08"
// speak "npc_citizen.squad_affirm09"
// speak "npc_citizen.squad_approach01"
// speak "npc_citizen.squad_approach02"
// speak "npc_citizen.squad_approach03"
// speak "npc_citizen.squad_approach04"
scene "scenes/npc/$gender01/letsgo01.vcd"
scene "scenes/npc/$gender01/letsgo02.vcd"
scene "scenes/npc/$gender01/yougotit02.vcd"
}
response CitizenSquadNearToNear
{
scene "scenes/npc/$gender01/squad_affirm01.vcd"
scene "scenes/npc/$gender01/squad_affirm02.vcd"
scene "scenes/npc/$gender01/squad_affirm03.vcd"
scene "scenes/npc/$gender01/squad_affirm07.vcd"
scene "scenes/npc/$gender01/squad_affirm08.vcd"
scene "scenes/npc/$gender01/squad_affirm09.vcd"
// speak "npc_citizen.squad_affirm01"
// speak "npc_citizen.squad_affirm02"
// speak "npc_citizen.squad_affirm03"
// speak "npc_citizen.squad_affirm07"
// speak "npc_citizen.squad_affirm08"
// speak "npc_citizen.squad_affirm09"
scene "scenes/npc/$gender01/illstayhere01.vcd"
scene "scenes/npc/$gender01/holddownspot01.vcd"
scene "scenes/npc/$gender01/holddownspot02.vcd"
scene "scenes/npc/$gender01/imstickinghere01.vcd"
scene "scenes/npc/$gender01/littlecorner01.vcd"
scene "scenes/npc/$gender01/yougotit02.vcd"
}
response CitizenSquadFarToFarIndividual
{
scene "scenes/npc/$gender01/squad_affirm01.vcd"
scene "scenes/npc/$gender01/squad_affirm02.vcd"
scene "scenes/npc/$gender01/squad_affirm03.vcd"
scene "scenes/npc/$gender01/squad_affirm04.vcd"
scene "scenes/npc/$gender01/squad_affirm07.vcd"
scene "scenes/npc/$gender01/squad_affirm08.vcd"
scene "scenes/npc/$gender01/squad_affirm09.vcd"
// speak "npc_citizen.squad_affirm01"
// speak "npc_citizen.squad_affirm02"
// speak "npc_citizen.squad_affirm03"
// speak "npc_citizen.squad_affirm04"
// speak "npc_citizen.squad_affirm07"
// speak "npc_citizen.squad_affirm08"
// speak "npc_citizen.squad_affirm09"
scene "scenes/npc/$gender01/yougotit02.vcd"
}
response CitizenSquadFarToFarGroup
{
scene "scenes/npc/$gender01/squad_affirm01.vcd"
scene "scenes/npc/$gender01/squad_affirm02.vcd"
scene "scenes/npc/$gender01/squad_affirm03.vcd"
scene "scenes/npc/$gender01/squad_affirm07.vcd"
scene "scenes/npc/$gender01/squad_affirm08.vcd"
scene "scenes/npc/$gender01/squad_affirm09.vcd"
scene "scenes/npc/$gender01/squad_away01.vcd"
scene "scenes/npc/$gender01/squad_away02.vcd"
scene "scenes/npc/$gender01/squad_away03.vcd"
// speak "npc_citizen.squad_affirm01"
// speak "npc_citizen.squad_affirm02"
// speak "npc_citizen.squad_affirm03"
// speak "npc_citizen.squad_affirm07"
// speak "npc_citizen.squad_affirm08"
// speak "npc_citizen.squad_affirm09"
// speak "npc_citizen.squad_away01"
// speak "npc_citizen.squad_away02"
// speak "npc_citizen.squad_away03"
scene "scenes/npc/$gender01/letsgo01.vcd"
scene "scenes/npc/$gender01/letsgo02.vcd"
scene "scenes/npc/$gender01/yougotit02.vcd"
}
response CitizenSquadGeneral
{
scene "scenes/npc/$gender01/squad_affirm01.vcd"
scene "scenes/npc/$gender01/squad_affirm02.vcd"
scene "scenes/npc/$gender01/squad_affirm03.vcd"
scene "scenes/npc/$gender01/squad_affirm05.vcd"
scene "scenes/npc/$gender01/squad_affirm06.vcd"
scene "scenes/npc/$gender01/squad_affirm07.vcd"
scene "scenes/npc/$gender01/squad_affirm08.vcd"
scene "scenes/npc/$gender01/squad_affirm09.vcd"
// speak "npc_citizen.squad_affirm01"
// speak "npc_citizen.squad_affirm02"
// speak "npc_citizen.squad_affirm03"
// speak "npc_citizen.squad_affirm05"
// speak "npc_citizen.squad_affirm06"
// speak "npc_citizen.squad_affirm07"
// speak "npc_citizen.squad_affirm08"
// speak "npc_citizen.squad_affirm09"
scene "scenes/npc/$gender01/yougotit02.vcd"
}
rule CitizenCommanded
{
criteria IsCitizen ConceptTalkCommanded
response CitizenSquadGeneral
}
rule CitizenCommandedNearToFarIndividual
{
criteria IsCitizen ConceptTalkCommanded IsOnlySelected SquadNearPlayer CommandPointNotNearPlayer
response CitizenSquadNearToFarIndividual
}
rule CitizenCommandedNearToFarGroup
{
criteria IsCitizen ConceptTalkCommanded NotOnlySelected SquadNearPlayer CommandPointNotNearPlayer
response CitizenSquadNearToFarGroup
}
rule CitizenCommandedFarToNearIndividual
{
criteria IsCitizen ConceptTalkCommanded IsOnlySelected SquadNotNearPlayer CommandPointNearPlayer
response CitizenSquadFarToNearIndividual
}
rule CitizenCommandedFarToNearGroup
{
criteria IsCitizen ConceptTalkCommanded NotOnlySelected SquadNotNearPlayer CommandPointNearPlayer
response CitizenSquadFarToNearGroup
}
rule CitizenCommandedNearToNearIndividual
{
criteria IsCitizen ConceptTalkCommanded SquadNearPlayer CommandPointNearPlayer
response CitizenSquadNearToNear
}
rule CitizenCommandedFarToFarIndividual
{
criteria IsCitizen ConceptTalkCommanded IsOnlySelected SquadNotNearPlayer CommandPointNotNearPlayer
response CitizenSquadFarToFarIndividual
}
rule CitizenCommandedFarToFarGroup
{
criteria IsCitizen ConceptTalkCommanded NotOnlySelected SquadNotNearPlayer CommandPointNotNearPlayer
response CitizenSquadFarToFarGroup
}
//------------------------------------------------------------------------------------------------------------
response "CitizenCommandedRadio"
{
}
rule CitizenCommandedRadio
{
criteria IsCitizen ConceptTalkCommanded UseRadio
response CitizenCommandedRadio
}
//------------------------------------------------------------------------------------------------------------
response "CitizenCommandFailedRadio"
{
}
rule CitizenCommandFailedRadio
{
criteria IsCitizen ConceptTalkCommandFailed UseRadio
response CitizenCommandFailedRadio
}
//============================================================================================================
// Commander mode follow speech
//============================================================================================================
response CitizenFollowGeneral
{
scene "scenes/npc/$gender01/leadtheway01.vcd"
scene "scenes/npc/$gender01/leadtheway02.vcd"
scene "scenes/npc/$gender01/leadon01.vcd"
scene "scenes/npc/$gender01/leadon02.vcd"
}
response CitizenFollowGroup
{
scene "scenes/npc/$gender01/squad_follow01.vcd"
scene "scenes/npc/$gender01/squad_follow02.vcd"
scene "scenes/npc/$gender01/squad_follow03.vcd"
scene "scenes/npc/$gender01/squad_follow04.vcd"
response CitizenFollowGeneral weight 2
}
rule CitizenFollow
{
criteria IsCitizen ConceptTalkStartFollow
response CitizenFollowGeneral
}
rule CitizenFollowGroup
{
criteria IsCitizen ConceptTalkStartFollow NotOnlySelected
response CitizenFollowGroup
}
//============================================================================================================
// Commander mode join speech
//============================================================================================================
// I'm not sure all these lines will play well when not coming up from behind, so I've made a distinction between trailing & non-trailing
response CitizenJoinIndividual
{
scene "scenes/npc/$gender01/squad_reinforce_single01.vcd"
scene "scenes/npc/$gender01/squad_reinforce_single02.vcd"
scene "scenes/npc/$gender01/squad_reinforce_single03.vcd"
scene "scenes/npc/$gender01/squad_reinforce_single04.vcd"
}
response CitizenJoinGroup
{
scene "scenes/npc/$gender01/squad_reinforce_group01.vcd"
scene "scenes/npc/$gender01/squad_reinforce_group02.vcd"
scene "scenes/npc/$gender01/squad_reinforce_group03.vcd"
scene "scenes/npc/$gender01/squad_reinforce_group04.vcd"
}
response CitizenJoinIndividualTrailing
{
scene "scenes/npc/$gender01/squad_reinforce_single01.vcd"
scene "scenes/npc/$gender01/squad_reinforce_single02.vcd"
scene "scenes/npc/$gender01/squad_reinforce_single03.vcd"
scene "scenes/npc/$gender01/squad_reinforce_single04.vcd"
}
response CitizenJoinGroupTrailing
{
scene "scenes/npc/$gender01/squad_reinforce_group01.vcd"
scene "scenes/npc/$gender01/squad_reinforce_group02.vcd"
scene "scenes/npc/$gender01/squad_reinforce_group03.vcd"
scene "scenes/npc/$gender01/squad_reinforce_group04.vcd"
}
rule CitizenJoinIndividual
{
criteria IsCitizen ConceptJoinPlayer JoinSquadIndividual
response CitizenJoinIndividual
}
rule CitizenJoinGroup
{
criteria IsCitizen ConceptJoinPlayer JoinSquadMultiple
response CitizenJoinGroup
}
rule CitizenJoinIndividualTrailing
{
criteria IsCitizen ConceptJoinPlayer JoinSquadIndividual TrailingReinforcement
response CitizenJoinIndividualTrailing
}
rule CitizenJoinGroupTrailing
{
criteria IsCitizen ConceptJoinPlayer JoinSquadMultiple TrailingReinforcement
response CitizenJoinGroupTrailing
}
response CitizenJoin_d3_c17_07
{
scene "scenes/Streetwar/tunnel/$gender01/d3_c17_07_tenant.vcd"
}
rule CitizenJoin_d3_c17_07
{
criteria IsCitizen ConceptJoinPlayer
"map" "d3_c17_07" required weight 1000
response CitizenJoin_d3_c17_07
matchonce
}
//============================================================================================================
// Commander mode follow speech SPECIAL CASE: first citizen in d3_17_03
//============================================================================================================
response "CitizenFollow_First"
{
scene "scenes/npc/$gender01/abouttime01.vcd"
}
rule CitizenFollow_First
{
criteria IsCitizen ConceptJoinPlayer JoinSquadIndividual Is_03_first
response CitizenFollow_First
}
//------------------------------------------------------------------------------------------------------------
response "CitizenUnFollow"
{
scene "scenes/npc/$gender01/illstayhere01.vcd"
scene "scenes/npc/$gender01/holddownspot01.vcd"
scene "scenes/npc/$gender01/holddownspot02.vcd"
scene "scenes/npc/$gender01/imstickinghere01.vcd"
scene "scenes/npc/$gender01/littlecorner01.vcd"
}
rule CitizenUnFollow
{
criteria IsCitizen ConceptTalkStopFollow
response CitizenUnFollow
}

View File

@@ -0,0 +1,635 @@
//============================================================================================================
// Vortigaunt criteria
//============================================================================================================
criterion "IsVortigaunt" "classname" "npc_vortigaunt" required
criterion "VortigauntCure" concept" "VORT_CURE" required
criterion "VortigauntCureStop" "concept" "VORT_CURESTOP" required
criterion "VortigauntCureInterrupt" "concept" "VORT_CURE_INTERRUPT" required
criterion "VortigauntAttack" "concept" "VORT_ATTACK" required
criterion "VortigauntMad" "concept" "VORT_MAD" required
criterion "VortigauntShot" "concept" "VORT_SHOT" required
criterion "VortigauntPain" "concept" "VORT_PAIN" required
criterion "VortigauntDie" "concept" "VORT_DIE" required
criterion "VortigauntKill" "concept" "VORT_KILL" required
criterion "VortigauntLineOfFire" "concept" "VORT_LINE_FIRE" required
criterion "VortigauntPOk" "concept" "VORT_POK" required
criterion "VortigauntExtractBugbait" "concept" "VORT_EXTRACT_START" required
criterion "VortigauntExtractBugbaitFinish" "concept" "VORT_EXTRACT_FINISH" required
//============================================================================================================
// Vortigaunt Hello speech
//============================================================================================================
response "VortigauntHello"
{
scene "scenes/npc/vortigaunt/wellmet.vcd" delay "3,3.5" speakonce
scene "scenes/npc/vortigaunt/isitthefm.vcd" delay "3,3.5" speakonce
scene "scenes/npc/vortigaunt/itisthefm.vcd" delay "3,3.5" speakonce
scene "scenes/npc/vortigaunt/thefreeman.vcd" delay "3,3.5" speakonce
scene "scenes/npc/vortigaunt/beofservice.vcd" delay "3,3.5" speakonce
scene "scenes/npc/vortigaunt/greetingsfm.vcd" delay "3,3.5" speakonce
scene "scenes/npc/vortigaunt/neuroprints.vcd" delay "3,3.5" speakonce
scene "scenes/npc/vortigaunt/salute.vcd" delay "3,3.5" speakonce
scene "scenes/npc/vortigaunt/trulyitis.vcd" delay "3,3.5" speakonce
scene "scenes/npc/vortigaunt/takeus.vcd" delay "3,3.5" speakonce
scene "scenes/npc/vortigaunt/webeofuse.vcd" delay "3,3.5" speakonce
scene "scenes/npc/vortigaunt/corporeal.vcd" delay "3,3.5" speakonce
scene "scenes/npc/vortigaunt/seebeforeoureye.vcd" delay "3,3.5" speakonce
scene "scenes/npc/vortigaunt/morethanmeets.vcd" delay "3,3.5" speakonce
scene "scenes/npc/vortigaunt/weknowyou.vcd" delay "3,3.5" speakonce
scene "scenes/npc/vortigaunt/putaside.vcd" delay "3,3.5" speakonce
scene "scenes/npc/vortigaunt/mystery.vcd" delay "3,3.5" speakonce
}
rule VortigauntTlkHello
{
criteria IsVortigaunt ConceptTalkHello PlayerNear SeePlayer
response VortigauntHello
}
//------------------------------------------------------------------------------------------------------------
rule VortigauntPlayerHello
{
criteria IsVortigaunt ConceptTalkPHello
response NullResponse
}
//============================================================================================================
// Vortigaunt Questions & Responses speech
//============================================================================================================
response "VortigauntQuestion"
{
scene "scenes/npc/vortigaunt/vques01.vcd" delay 1
scene "scenes/npc/vortigaunt/vques02.vcd" delay 1
scene "scenes/npc/vortigaunt/vques03.vcd" delay 1
scene "scenes/npc/vortigaunt/vques04.vcd" delay 1
scene "scenes/npc/vortigaunt/vques05.vcd" delay 1
scene "scenes/npc/vortigaunt/vques06.vcd" delay 1
scene "scenes/npc/vortigaunt/vques07.vcd" delay 1
scene "scenes/npc/vortigaunt/vques08.vcd" delay 1
scene "scenes/npc/vortigaunt/vques09.vcd" delay 1
scene "scenes/npc/vortigaunt/vques10.vcd" delay 1
}
rule VortigauntTlkQuestion
{
criteria IsVortigaunt ConceptTalkQuestion
response VortigauntQuestion
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntAnswer"
{
scene "scenes/npc/vortigaunt/vanswer01.vcd" delay 1
scene "scenes/npc/vortigaunt/vanswer02.vcd" delay 1
scene "scenes/npc/vortigaunt/vanswer03.vcd" delay 1
scene "scenes/npc/vortigaunt/vanswer04.vcd" delay 1
scene "scenes/npc/vortigaunt/vanswer05.vcd" delay 1
scene "scenes/npc/vortigaunt/vanswer06.vcd" delay 1
scene "scenes/npc/vortigaunt/vanswer07.vcd" delay 1
scene "scenes/npc/vortigaunt/vanswer08.vcd" delay 1
scene "scenes/npc/vortigaunt/vanswer09.vcd" delay 1
scene "scenes/npc/vortigaunt/vanswer10.vcd" delay 1
scene "scenes/npc/vortigaunt/vanswer11.vcd" delay 1
scene "scenes/npc/vortigaunt/vanswer12.vcd" delay 1
scene "scenes/npc/vortigaunt/vanswer13.vcd" delay 1
scene "scenes/npc/vortigaunt/vanswer14.vcd" delay 1
scene "scenes/npc/vortigaunt/vanswer15.vcd" delay 1
scene "scenes/npc/vortigaunt/vanswer16.vcd" delay 1
scene "scenes/npc/vortigaunt/vanswer17.vcd" delay 1
scene "scenes/npc/vortigaunt/vanswer18.vcd" delay 1
}
rule VortigauntTlkAnswer
{
criteria IsVortigaunt ConceptTalkAnswer
response VortigauntAnswer
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntTalkUse"
{
sequential
norepeat
// scene "scenes/npc/vortigaunt/vmono_01.vcd" defaultdelay
// scene "scenes/npc/vortigaunt/vmono_02.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_03.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_04.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_05.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_06.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_07.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_08.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_09.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_10.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_11.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_12.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_13.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_14.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_15.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_16.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_17.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_18.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_19.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_20.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_21.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_22.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_23.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_24.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_25.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_26.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_27.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_28.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_29.vcd" defaultdelay
scene "scenes/npc/vortigaunt/vmono_30.vcd" defaultdelay
}
rule VortigauntTalkUse
{
criteria IsVortigaunt ConceptTalkUse
response VortigauntTalkUse
}
//============================================================================================================
// Vortigaunt Combat speech
//============================================================================================================
response "VortigauntCure"
{
scene "scenes/npc/vortigaunt/allowrecharge.vcd" defaultdelay
scene "scenes/npc/vortigaunt/wewillcharge.vcd" defaultdelay
scene "scenes/npc/vortigaunt/fmcanuse.vcd" defaultdelay
scene "scenes/npc/vortigaunt/here.vcd" defaultdelay
scene "scenes/npc/vortigaunt/acceptenergy.vcd" defaultdelay
scene "scenes/npc/vortigaunt/holdstill.vcd" defaultdelay
scene "scenes/npc/vortigaunt/acceptcharge.vcd" defaultdelay
scene "scenes/npc/vortigaunt/weshare.vcd" defaultdelay
scene "scenes/npc/vortigaunt/prepare.vcd" defaultdelay
}
rule VortigauntCure
{
criteria IsVortigaunt VortigauntCure
response VortigauntCure
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntCureStop"
{
scene "scenes/npc/vortigaunt/allwecanspare.vcd" defaultdelay
scene "scenes/npc/vortigaunt/allfornow.vcd" defaultdelay
scene "scenes/npc/vortigaunt/thatisall.vcd" defaultdelay
scene "scenes/npc/vortigaunt/done.vcd" defaultdelay
scene "scenes/npc/vortigaunt/keepfmsafe.vcd" defaultdelay
}
rule VortigauntCureStop
{
criteria IsVortigaunt VortigauntCureStop
response VortigauntCureStop
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntCureInterrupt"
{
scene "scenes/npc/vortigaunt/holdorcantcharge.vcd" defaultdelay
scene "scenes/npc/vortigaunt/hold.vcd" defaultdelay
scene "scenes/npc/vortigaunt/halt.vcd" defaultdelay
scene "scenes/npc/vortigaunt/fmstandstill.vcd" defaultdelay
scene "scenes/npc/vortigaunt/ifyoumove.vcd" defaultdelay
scene "scenes/npc/vortigaunt/movingtarget.vcd" defaultdelay
}
rule VortigauntCureInterrupt
{
criteria IsVortigaunt VortigauntCureInterrupt
response VortigauntCureInterrupt
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntAttack"
{
scene "scenes/npc/vortigaunt/tothevoid.vcd" defaultdelay
scene "scenes/npc/vortigaunt/allinoneinall.vcd" defaultdelay
scene "scenes/npc/vortigaunt/giveover.vcd" defaultdelay
scene "scenes/npc/vortigaunt/weclaimyou.vcd" defaultdelay
scene "scenes/npc/vortigaunt/undeserving.vcd" defaultdelay
scene "scenes/npc/vortigaunt/satisfaction.vcd" defaultdelay
scene "scenes/npc/vortigaunt/regrettable.vcd" defaultdelay
scene "scenes/npc/vortigaunt/allowme.vcd" defaultdelay
scene "scenes/npc/vortigaunt/livetoserve.vcd" defaultdelay
scene "scenes/npc/vortigaunt/returnvoid.vcd" defaultdelay
}
rule VortigauntAttack
{
criteria IsVortigaunt VortigauntAttack
response VortigauntAttack
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntMad"
{
// sentence "VORT_MAD" soundlevel "SNDLVL_NORM" delay "4"
}
rule VortigauntMad
{
criteria IsVortigaunt VortigauntMad
response VortigauntMad
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntShot"
{
// sentence "VORT_SHOT" soundlevel "SNDLVL_NORM" delay "4"
}
rule VortigauntShot
{
criteria IsVortigaunt VortigauntShot
response VortigauntShot
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntPain"
{
// sentence "VORT_PAIN" defaultdelay
}
rule VortigauntPain
{
criteria IsVortigaunt VortigauntPain
response VortigauntPain
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntDie"
{
// sentence "VORT_DIE" defaultdelay
}
rule VortigauntDie
{
criteria IsVortigaunt VortigauntDie
response VortigauntDie
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntKill"
{
scene "scenes/npc/vortigaunt/forthefm.vcd" delay 4
scene "scenes/npc/vortigaunt/forfreedom.vcd" delay 4
scene "scenes/npc/vortigaunt/tethercut.vcd" delay 4
scene "scenes/npc/vortigaunt/troubleus.vcd" delay 4
scene "scenes/npc/vortigaunt/dreamed.vcd" delay 4
scene "scenes/npc/vortigaunt/energyempower.vcd" delay 4
scene "scenes/npc/vortigaunt/empowerus.vcd" delay 4
scene "scenes/npc/vortigaunt/surge.vcd" delay 4
scene "scenes/npc/vortigaunt/yes.vcd" delay 4
scene "scenes/npc/vortigaunt/passon.vcd" delay 4
scene "scenes/npc/vortigaunt/nodenexus.vcd" delay 4
scene "scenes/npc/vortigaunt/returntoall.vcd" delay 4
}
rule VortigauntKill
{
criteria IsVortigaunt VortigauntKill
response VortigauntKill
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntLineOfFire"
{
scene "scenes/npc/vortigaunt/cautionfm.vcd" delay 4
scene "scenes/npc/vortigaunt/caution.vcd" delay 4
scene "scenes/npc/vortigaunt/fmbeware.vcd" delay 4
scene "scenes/npc/vortigaunt/ware.vcd" delay 4
scene "scenes/npc/vortigaunt/fmmustbeware.vcd" delay 4
scene "scenes/npc/vortigaunt/warefm.vcd" delay 4
scene "scenes/npc/vortigaunt/fminway.vcd" delay 4
scene "scenes/npc/vortigaunt/standclear.vcd" delay 4
scene "scenes/npc/vortigaunt/fmmustmove.vcd" delay 4
scene "scenes/npc/vortigaunt/warningfm.vcd" delay 4
scene "scenes/npc/vortigaunt/cannotfire.vcd" delay 4
}
rule VortigauntLineOfFire
{
criteria IsVortigaunt VortigauntLineOfFire
response VortigauntLineOfFire
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntPOk"
{
// sentence "VORT_POK" soundlevel "SNDLVL_NORM" delay "2"
}
rule VortigauntPOk
{
criteria IsVortigaunt VortigauntPOk
response VortigauntLineOfFire
}
//============================================================================================================
// Vortigaunt Misc speech
//============================================================================================================
response "VortigauntIdle"
{
scene "scenes/npc/vortigaunt/poet.vcd"
scene "scenes/npc/vortigaunt/hopeless.vcd"
scene "scenes/npc/vortigaunt/alldear.vcd"
scene "scenes/npc/vortigaunt/prevail.vcd"
scene "scenes/npc/vortigaunt/seenworse.vcd"
scene "scenes/npc/vortigaunt/persevere.vcd"
scene "scenes/npc/vortigaunt/worthless.vcd"
scene "scenes/npc/vortigaunt/whereto.vcd"
}
rule VortigauntTlkIdle
{
criteria IsVortigaunt ConceptTalkIdle
response VortigauntIdle
}
//------------------------------------------------------------------------------------------------------------
rule VortigauntPlayerIdle
{
criteria IsVortigaunt ConceptTalkPIdle
response NullResponse
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntStare"
{
scene "scenes/npc/vortigaunt/optical.vcd"
scene "scenes/npc/vortigaunt/unclear.vcd"
scene "scenes/npc/vortigaunt/opaque.vcd"
scene "scenes/npc/vortigaunt/rememberus.vcd"
scene "scenes/npc/vortigaunt/stillhere.vcd"
scene "scenes/npc/vortigaunt/calm.vcd"
}
rule VortigauntTlkStare
{
criteria IsVortigaunt ConceptTalkStare
response VortigauntStare
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntOk"
{
scene "scenes/npc/vortigaunt/itishonor.vcd"
scene "scenes/npc/vortigaunt/wehonored.vcd"
scene "scenes/npc/vortigaunt/ourhonor.vcd"
scene "scenes/npc/vortigaunt/honorfollow.vcd"
scene "scenes/npc/vortigaunt/accompany.vcd"
scene "scenes/npc/vortigaunt/gladly.vcd"
scene "scenes/npc/vortigaunt/pleasure.vcd"
scene "scenes/npc/vortigaunt/wefollowfm.vcd"
scene "scenes/npc/vortigaunt/honorours.vcd"
scene "scenes/npc/vortigaunt/gloriousend.vcd"
scene "scenes/npc/vortigaunt/bodyyours.vcd"
scene "scenes/npc/vortigaunt/allwehave.vcd"
scene "scenes/npc/vortigaunt/weareyours.vcd"
scene "scenes/npc/vortigaunt/dedicate.vcd"
scene "scenes/npc/vortigaunt/mutual.vcd"
scene "scenes/npc/vortigaunt/leadus.vcd"
scene "scenes/npc/vortigaunt/onward.vcd"
scene "scenes/npc/vortigaunt/forward.vcd"
scene "scenes/npc/vortigaunt/propitious.vcd"
scene "scenes/npc/vortigaunt/leadon.vcd"
scene "scenes/npc/vortigaunt/fmhonorsus.vcd"
scene "scenes/npc/vortigaunt/fmdoesushonor.vcd"
scene "scenes/npc/vortigaunt/yesforward.vcd"
scene "scenes/npc/vortigaunt/wewillhelp.vcd"
scene "scenes/npc/vortigaunt/assent.vcd"
}
rule VortigauntTlkStartFollow
{
criteria IsVortigaunt ConceptTalkStartFollow
response VortigauntOk
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntWait"
{
scene "scenes/npc/vortigaunt/canconvince.vcd"
scene "scenes/npc/vortigaunt/fmknowsbest.vcd"
scene "scenes/npc/vortigaunt/willremain.vcd"
scene "scenes/npc/vortigaunt/fearfailed.vcd"
scene "scenes/npc/vortigaunt/servebetterhere.vcd"
scene "scenes/npc/vortigaunt/certainly.vcd"
scene "scenes/npc/vortigaunt/herewestay.vcd"
scene "scenes/npc/vortigaunt/asyouwish.vcd"
scene "scenes/npc/vortigaunt/ourplacehere.vcd"
scene "scenes/npc/vortigaunt/affirmed.vcd"
}
rule VortigauntTlkStopFollow
{
criteria IsVortigaunt ConceptTalkStopFollow
response VortigauntWait
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntStop"
{
// sentence "VORT_STOP" delay "2,2.5" soundlevel "SNDLVL_NORM"
}
rule VortigauntTlkStop
{
criteria IsVortigaunt ConceptTalkStop
response VortigauntStop
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntScared"
{
// sentence "VORT_SCARED" delay "0,0.4"
}
rule VortigauntTlkNoShoot
{
criteria IsVortigaunt ConceptTalkNoShoot
response VortigauntScared
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntCureA"
{
// sentence "VORT_CUREA" defaultdelay speakonce
}
rule VortigauntPlayerHurt1
{
criteria IsVortigaunt ConceptTalkPlayerHurt1
response VortigauntCureA
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntCureB"
{
// sentence "VORT_CUREB" defaultdelay speakonce
}
rule VortigauntPlayerHurt2
{
criteria IsVortigaunt ConceptTalkPlayerHurt2
response VortigauntCureB
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntCureC"
{
// sentence "VORT_CUREC" defaultdelay speakonce
}
rule VortigauntPlayerHurt3
{
criteria IsVortigaunt ConceptTalkPlayerHurt3
response VortigauntCureC
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntPQuest"
{
// sentence "VORT_PQUEST" defaultdelay
}
rule VortigauntPlayerQuestion
{
criteria IsVortigaunt ConceptTalkPQuestion
response VortigauntPQuest
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntSmell"
{
// sentence "VORT_SMELL" defaultdelay respeakdelay "60"
}
rule VortigauntTlkSmell
{
criteria IsVortigaunt ConceptTalkSmell
response VortigauntSmell
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntWound"
{
// sentence "VORT_WOUND" speakonce defaultdelay
}
rule VortigauntTlkWound
{
criteria IsVortigaunt ConceptTalkWound
response VortigauntWound
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntMortal"
{
// sentence "VORT_MORTAL" speakonce defaultdelay
}
rule VortigauntTlkMortal
{
criteria IsVortigaunt ConceptTalkMortal
response VortigauntMortal
}
//============================================================================================================
// Vortigaunt Leader speech (a vortigaunt that's leading the player somewhere)
//============================================================================================================
response "VortigauntLeadStart"
{
scene "scenes/npc/vortigaunt/fmmustfollow.vcd"
}
rule VortigauntLeadStart
{
criteria IsVortigaunt ConceptLeadStart
response VortigauntLeadStart
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntLeadCatchup"
{
scene "scenes/npc/vortigaunt/yesforward.vcd"
scene "scenes/npc/vortigaunt/followfm.vcd"
}
rule VortigauntLeadCatchup
{
criteria IsVortigaunt ConceptLeadCatchup
response VortigauntLeadCatchup
}
//============================================================================================================
// Vortigaunt coast specific speech
//============================================================================================================
response "VortigauntExtractBugbait"
{
scene "scenes/coast/bugbait/vort_extract01.vcd" defaultdelay
}
rule VortigauntTlkExtractBugbait
{
criteria IsVortigaunt VortigauntExtractBugbait
response VortigauntExtractBugbait
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntExtractBugbaitFinish"
{
scene "scenes/coast/bugbait/vort_podsforyou01.vcd" defaultdelay
}
rule VortigauntTlkExtractBugbaitFinish
{
criteria IsVortigaunt VortigauntExtractBugbaitFinish
response VortigauntExtractBugbaitFinish
}
//------------------------------------------------------------------------------------------------------------
response "VortigauntGetBugbait"
{
scene "scenes/coast/bugbait/vort_podnag.vcd" defaultdelay
}
rule VortigauntTlkLeadGetBugbait
{
criteria IsVortigaunt ConceptLeadMissingWeapon
response VortigauntGetBugbait
}

View File

@@ -0,0 +1,262 @@
// This is the base rule script file for the AI response system for Expressive AI's who speak based on certain "Concepts"
// You can think of a concept as a high level state that the code is trying to convey, such as say hello, or say you're mad, etc.
//
// The format of this file is that there are five main types of commands:
// 1) #include "filename" // This just causes the included scriptfile to be parsed and added to the database
// 2) enumeration: this declares an enumerated type so that comparisons can be matched against the string versions of the type
// 3) response: this specifies a response to issue. A response consists of a weighted set of options and can recursively reference
// other responses by name
// 4) criterion: This is a match condition
// 5) rule: a rule consists of one or more criteria and a response
//
// In general, the system is presented with a criteria set, which is a set of key value pairs generated by the game code and
// various entity I/O and keyfields. For instance, the following criteria set was created in a map with a train terminal
// "speaker" entity wishing to fire random station announcements
// concept = 'train_speaker' (weight 5.000000) ; the high level concept for the search request
// map = 'terminal_pa' ; the name of the map
// classname = 'speaker' ; the classname and name of the "speaking" entity
// name = 'terminal_pa'
// health = '10' ; the absolute health of the speaking entity
// healthfrac = '0.000' ; the health fraction (health/maxhealth) of the speaking entity
// playerhealth = '100' ; similar data related to the current player:
// playerhealthfrac = '1.000'
// playerweapon = 'none' ; the name of the weapon the player is carrying
// playeractivity = 'ACT_WALK' ; animating activity of the player
// playerspeed = '0.000' ; how fast the player is moving
//
// Based on such a criteria set, the system checks each rule against the set. To do this, each criterion of the rule is
// given a numeric score as follows:
// score = 0 if criteria doesn't match or, criterion weight * keyvaliue weight if it does match
// The final score for a rule is the sum of all of the scores of its criteria. The best rule is the one with the highest
// score. Once a best rule is selected, then a response is looked up based on the response definitions and the engine is
// asked to dispatch that response.
//
// The specific syntax for the various keywords is as follows:
//
// ENUMERATIONS:
//
// enumeration <enumerationname>
// {
// "key1" "value1"
// "key2" "value2"
// ...etc.
// }
// The code and criteria refer to enumerations with square brackets and a double colon separator, e.g.:
// [enumerationname::key1]
//
//
// RESPONSES:
//
// Single line:
// response <responsegroupname> [nodelay | defaultdelay | delay interval ] [speakonce] [noscene] [odds nnn] [respeakdelay interval] [soundelvel "SNDLVL_xxx"] responsetype parameters
// Multiple lines
// response <responsegroupname>
// {
// [permitrepeats] ; optional parameter, by default we visit all responses in group before repeating any
// [sequential] ; optional parameter, by default we randomly choose responses, but with this we walk through the list starting at the first and going to the last
// [norepeat] ; Once we've run through all of the entries, disable the response group
// responsetype1 parameters1 [nodelay | defaultdelay | delay interval ] [speakonce] [odds nnn] [respeakdelay interval] [soundelvel "SNDLVL_xxx"] [displayfirst] [ displaylast ] weight nnn
// responsetype2 parameters2 [nodelay | defaultdelay | delay interval ] [speakonce] [odds nnn] [respeakdelay interval] [soundelvel "SNDLVL_xxx"] [displayfirst] [ displaylast ] weight nnn
// etc.
// }
// Where:
// interval = "startnumber,endnumber" or "number" (e.g., "2.8,3.2" or "3.2")
// responsetype =:
// speak ; it's an entry in sounds.txt
// sentence ; it's a sentence name from sentences.txt
// scene ; it's a .vcd file
// response ; it's a reference to another response group by name
// print ; print the text in developer 2 (for placeholder responses)
// nodelay = an additional delay of 0 after speaking
// defaultdelay = an additional delay of 2.8 to 3.2 seconds after speaking
// delay interval = an additional delay based on a random sample from the interval after speaking
// speakonce = don't use this response more than one time (default off)
// noscene = For an NPC, play the sound immediately using EmitSound, don't play it through the scene system. Good for playing sounds on dying or dead NPCs.
// odds = if this response is selected, if odds < 100, then there is a chance that nothing will be said (default 100)
// respeakdelay = don't use this response again for at least this long (default 0)
// soundlevel = use this soundlevel for the speak/sentence (default SNDLVL_TALKING)
// weight = if there are multiple responses, this is a selection weighting so that certain responses are favored over others in the group (default 1)
// displayfirst/displaylast : this should be the first/last item selected (ignores weight)
//
// CRITERIA:
//
// criterion <criterionname> <matchkey> <matchvalue> weight nnn required
// Where:
// matchkey matches one of the criteria in the set as shown above
// matchvalue is a string or number value or a range, the following are all valid:
// "0" ; numeric match to value 0
// "1" ; numeric match to value 1
// "weapon_smg1" ; string match to weapon_smg1 string
// "[npcstate::idle]" ; match enumeration by looking up numeric value
// ">0" ; match if greater than zero
// ">10,<=50" ; match if greater than ten and less than or equal to 50
// ">0,<[npcstate::alert]" ; match if greater than zer and les then value of enumeration for alert
// "!=0" ; match if not equal to zero
// weight = floating point weighting for score assuming criteria match (default value 1.0)
// required: if a rule has one or more criteria with the required flag set, then if any such criteria
// fail, the entire rule receives a score of zero
//
// RULE:
//
// rule <rulename>
// {
// criteria name1 [name2 name3 etc.]
// response responsegroupname [responsegroupname2 etc.]
// [matchonce] ; optional parameter
// [ <matchkey > <matchvalue> weight nnn required ]
// }
// Where:
// criteria just lies one more more criterion names from above and response list one or more of the response
// names from above (usually just one)
// matchonce (off by default): means that the rule is deactivated after the first time it is matched
// Note that additional "unnamed" criteria can be specified inline in the rule using the same syntax
// as for defining a criterion, except for the criterion keyword and the criterion name keys
//
// Interaction with entity I/O system
// CBaseEntity contains an inputfunc called "DispatchResponse" which accepts a string which is a concept name
// Thus, a game entity can fire this input on another entity with a concept string and a criteria set will
// be generated and searched against the entities current response system rule set.
// Right now only the speaker entity and NPC_Talker derived NPCs have any response rules loaded
// In addition, map placed entities have up to three "context" keypairs that can be specified.
// They take the form: "key:value" (key, single colon separator, value)
// When an entity with any such context keypairs is asked to dispatch a response, the keypairs are added to the
// criteria set passed to the rule system. Thus, map placed entities and triggers can specify their
// own context keypairs and these can be hooked up to response rules to do map-specific and appropriate
// responses
// In addition, entity I/O can be used to add, remove and clear any such context keypairs via the
// AddContext, RemoveContext, and ClearContext input functions.
// AddContext takes a keypair of the "key:value" format, while RemoveContext take just the "key"
// ClearContext removes all context keypairs
// The game .dll code can enumerate context keypairs and change them via code based methods
//
// The player and the world have their context added with the string player or world as a prefix, e.g.:
// "playerkey:value" or "worldkey:value" to differentiate world/player context from the context of the
// responding entity.
// Base script
enumeration "NPCState"
{
"None" "0"
"Idle" "1"
"Alert" "2"
"Combat" "3"
"Scripted" "4"
"PlayDead" "5"
"Dead" "6"
}
response "NullResponse"
// Question / Answer concepts
criterion "ConceptTalkAnswer" "Concept" "TLK_ANSWER" required weight 1
criterion "ConceptTalkQuestion" "Concept" "TLK_QUESTION" required // weight 1 implied
criterion "ConceptTalkAnswerCitizen" "Concept" "TLK_ANSWER_CIT" required weight 1
criterion "ConceptTalkQuestionCitizen" "Concept" "TLK_QUESTION_CIT" required
criterion "ConceptTalkAnswerVort" "Concept" "TLK_ANSWER_VORT" required weight 1
criterion "ConceptTalkQuestionVort" "Concept" "TLK_QUESTION_VORT" required
// General concepts
criterion "ConceptTalkIdle" "Concept" "TLK_IDLE" required
criterion "ConceptTalkStare" "Concept" "TLK_STARE" required
criterion "ConceptTalkUse" "Concept" "TLK_USE" required
criterion "ConceptTalkStartFollow" "Concept" "TLK_STARTFOLLOW" required
criterion "ConceptTalkStopFollow" "Concept" "TLK_STOPFOLLOW" required
criterion "ConceptTalkStop" "Concept" "TLK_STOP" required
criterion "ConceptTalkNoShoot" "Concept" "TLK_NOSHOOT" required
criterion "ConceptTalkHello" "Concept" "TLK_HELLO" required
criterion "ConceptTalkPHello" "Concept" "TLK_PHELLO" required
criterion "ConceptTalkPIdle" "Concept" "TLK_PIDLE" required
criterion "ConceptTalkPQuestion" "Concept" "TLK_PQUESTION" required
criterion "ConceptTalkPlayerHurt1" "Concept" "TLK_PLHURT1" required
criterion "ConceptTalkPlayerHurt2" "Concept" "TLK_PLHURT2" required
criterion "ConceptTalkPlayerHurt3" "Concept" "TLK_PLHURT3" required
criterion "ConceptTalkPlayerPushed" "Concept" "TLK_PLPUSH" required
criterion "ConceptTalkSmell" "Concept" "TLK_SMELL" required
criterion "ConceptTalkWound" "Concept" "TLK_WOUND" required
criterion "ConceptTalkMortal" "Concept" "TLK_MORTAL" required
criterion "ConceptTalkDanger" "Concept" "TLK_DANGER" required
criterion "ConceptTalkResume" "Concept" "TLK_RESUME" required
criterion "ConceptTalkHeal" "Concept" "TLK_HEAL" required
criterion "ConceptTalkTourGuideStayPut" "Concept" "TLK_TGSTAYPUT" required
criterion "ConceptTalkTourGuideFind" "Concept" "TLK_TGFIND" required
criterion "ConceptTalkTourGuideSeek" "Concept" "TLK_TGSEEK" required
criterion "ConceptTalkTourGuideLostYou" "Concept" "TLK_TGLOSTYOU" required
criterion "ConceptTalkTourGuideCatchUp" "Concept" "TLK_TGCATCHUP" required
criterion "ConceptTalkTourGuideEndTour" "Concept" "TLK_TGENDTOUR" required
criterion "ConceptTalkSelected" "Concept" "TLK_SELECTED" required
criterion "ConceptTalkCommanded" "Concept" "TLK_COMMANDED" required
criterion "ConceptTalkCommandFailed" "Concept" "TLK_COMMAND_FAILED" required
criterion "ConceptTalkBetrayed" "Concept" "TLK_BETRAYED" required
criterion "ConceptTalkGiveAmmo" "Concept" "TLK_GIVEAMMO" required
criterion "ConceptTalkAllyKilled" "Concept" "TLK_ALLY_KILLED" required
criterion "ConceptSeeCombine" "Concept" "TLK_SEE_COMBINE" required
criterion "ConceptEnemyDead" "Concept" "TLK_ENEMY_DEAD" required
criterion "ConceptTalkWatchOut" "Concept" "TLK_WATCHOUT" required
criterion "ConceptTalkAttacking" "Concept" "TLK_ATTACKING" required
criterion "ConceptTalkDeath" "Concept" "TLK_DEATH" required
criterion "ConceptTalkHelpMe" "Concept" "TLK_HELP_ME" required
criterion "ConceptTalkPlayerPhysAttack" "Concept" "TLK_PLYR_PHYSATK" required
criterion "ConceptDissolveScream" "Concept" "TLK_DISSOLVESCREAM" required
criterion "ConceptElectrocuteScream" "Concept" "TLK_ELECTROCUTESCREAM" required
criterion "ConceptNewWeapon" "Concept" "TLK_NEWWEAPON" required
criterion "ConceptShot" "Concept" "TLK_SHOT" required
criterion "ConceptPlayerReload" "Concept" "TLK_PLRELOAD" required
criterion "ConceptPlayerDead" "Concept" "TLK_PLDEAD" required
criterion "ConceptHideAndReload" "Concept" "TLK_HIDEANDRELOAD" required
criterion "ConceptStartCombat" "Concept" "TLK_STARTCOMBAT" required
criterion "ConceptJoinPlayer" "Concept" "TLK_JOINPLAYER" required
// Lead behavior
criterion "ConceptLeadStart" "Concept" "TLK_LEAD_START" required // Spoken once when the NPC first starts to lead the player
criterion "ConceptLeadWaitOver" "Concept" "TLK_LEAD_WAITOVER" required // Spoken when the player arrives at an NPC waiting to lead the player
criterion "ConceptLeadAttractPlayer" "Concept" "TLK_LEAD_ATTRACTPLAYER" required // Nag spoken by a NPC waiting to lead the player, trying to attract the player
criterion "ConceptLeadCatchup" "Concept" "TLK_LEAD_CATCHUP" required // Spoken by the NPC when the player's lagging behind
criterion "ConceptLeadComingBack" "Concept" "TLK_LEAD_COMINGBACK" required // Spoken when the NPC comes back to find a lost player
criterion "ConceptLeadRetrieve" "Concept" "TLK_LEAD_RETRIEVE" required // Spoken when the NPC has come back to the player, and is now resuming the lead
criterion "ConceptLeadArrival" "Concept" "TLK_LEAD_ARRIVAL" required // Spoken when the leading NPC reaches the target point
criterion "ConceptLeadSuccess" "Concept" "TLK_LEAD_SUCCESS" required // Spoken when the player and the leading NPC have both reached the target point
criterion "ConceptLeadMissingWeapon" "Concept" "TLK_LEAD_MISSING_WEAPON" required // Spoken when the NPC refuses to lead the player because he's missing a weapon
// Citizen responses
criterion "ConceptCRPlayerShotGunship" "Concept" "TLK_CITIZEN_RESPONSE_SHOT_GUNSHIP" required
criterion "ConceptCRPlayerKilledGunship" "Concept" "TLK_CITIZEN_RESPONSE_KILLEd_GUNSHIP" required
criterion "ConceptCRVitalNPCDied" "Concept" "TLK_VITALNPC_DIED" required
criterion "PlayerAlive" "PlayerHealth" ">0" required
criterion "PlayerDead" "PlayerHealth" "<=0" required
criterion "PlayerWounded" "PlayerHealthFrac" ">0,<=.5"
criterion "NPCAlive" "Health" ">0" required
criterion "NPCAlert" "NPCState" ">=[NPCState::Idle],<[NPCState::Alert]"
criterion "NPCIdle" "NPCState" "[NPCState::Idle]" required
criterion "PlayerNear" "distancetoplayer" "<500" required
criterion "SeePlayer" "seeplayer" "1" required
criterion "SeenByPlayer" "seenbyplayer" "1" required
criterion "NoRecentCombat" "timesincecombat" ">25" required
criterion "ShotInLeg" "shotloc" "leg" required weight 0
criterion "ShotInArm" "shotloc" "arm" required weight 0
criterion "ShotInGut" "shotloc" "gut" required weight 0
criterion "EnemyIsMortar" "enemy" "func_tankmortar" required
criterion "NotUsedVortResponse" "UsedVortResponse" "!=1" "required" weight 0
criterion "IsVortLabUseDisable" "VortLab_Enable" "0" weight 2 required
// Global states
criterion "IsGordonCriminal" "gordon_precriminal" "0" required
criterion "IsGordonPreCriminal" "gordon_precriminal" "1" required
criterion "IsMap_d3_c17_09" "map" "d3_c17_09" "required"
// Test rules
#include "talker/interjections.txt"
#include "talker/npc_combine.txt"
#include "talker/response_k_lab.txt"
#include "talker/response_eli_lab.txt"
#include "talker/npc_vortigaunt.txt"
#include "talker/npc_citizen.txt"
#include "talker/npc_grigori.txt"
#include "talker/npc_barney.txt"
#include "talker/npc_alyx.txt"

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//TITLES FOR HALF-LIFE 2
// Position command $position x y
// x & y are from 0 to 1 to be screen resolution independent
// -1 means center in each dimension
// Effect command $effect <effect number>
// effect 0 is fade in/fade out
// effect 1 is flickery credits
// effect 2 is write out (training room)
// Text color r g b command $color
// fadein time fadeout time / hold time
// $fadein (message fade in time - per character in effect 2)
// $fadeout (message fade out time)
// $holdtime (stay on the screen for this long)
//INTRO TITLES
// All centered for now
$position -1 -1
$effect 2
// This is the final color
$color 100 100 100
// This is the highlight color
$color2 240 110 0
// This is the time it takes to fade each character
$fadein 0.01
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.25
// How long to hold the message on the screen (after it scans out)
$holdtime 3.5
// How long it takes to fade out the message after holding
$fadeout 1.5
//INTRO CREDITS
// Test values -- JAY
// Lower left
$position 0.1 0.8
$effect 1
// Final fade-in color
$color 128 128 128
// This is the highlight/flash color
$color2 0 0 0
$fadein 1.5
$fadeout 0.5
$holdtime 1.2
CR1
{
Testing 1
}
CR2
{
Testing 2
}
CR3
{
Testing 3
}
//INTRO TITLES
// All centered for now
$position -1 -1
$effect 2
// This is the final color
$color 100 100 100
// This is the highlight color
$color2 240 110 0
// This is the time it takes to fade each character
$fadein 0.01
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.25
// How long to hold the message on the screen (after it scans out)
$holdtime 3.5
// How long it takes to fade out the message after holding
$fadeout 1.5
GAMEOVER_ALLY
{
#HL2_GameOver_Ally
}
GAMEOVER_OBJECT
{
#HL2_GameOver_Object
}
GAMEOVER_TIMER
{
#HL2_GameOver_Timer
}
GAMEOVER_STUCK
{
#HL2_GameOver_Stuck
}
$fadein 0.03
$holdtime 9
//CHAPTER TITLES
$fadein 0.01
$holdtime 3.5
$position -1 0.58
CHAPTER1_TITLE
{
#HL2_Chapter1_Title
}
CHAPTER2_TITLE
{
#HL2_Chapter2_Title
}
CHAPTER3_TITLE
{
#HL2_Chapter3_Title
}
CHAPTER4_TITLE
{
#HL2_Chapter4_Title
}
CHAPTER5_TITLE
{
#HL2_Chapter5_Title
}
CHAPTER6_TITLE
{
#HL2_Chapter6_Title
}
CHAPTER7_TITLE
{
#HL2_Chapter7_Title
}
CHAPTER8_TITLE
{
#HL2_Chapter8_Title
}
CHAPTER9_TITLE
{
#HL2_Chapter9_Title
}
CHAPTER9A_TITLE
{
#HL2_Chapter9a_Title
}
CHAPTER10_TITLE
{
#HL2_Chapter10_Title
}
CHAPTER11_TITLE
{
#HL2_Chapter11_Title
}
CHAPTER12_TITLE
{
#HL2_Chapter12_Title
}
CHAPTER13_TITLE
{
#HL2_Chapter13_Title
}
// In-Game messages
$position 0.1 0.1
$effect 2
// This is the final color
$color 100 100 100
// This is the highlight color
$color2 240 110 0
// This is the time it takes to fade each character
$fadein 0.00
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.15
// How long to hold the message on the screen (after it scans out)
$holdtime 1.0
// How long it takes to fade out the message after holding
$fadeout 0.25
$boxsize 0.4
$boxcolor 31 31 31 127
GAMESAVING_360
{
#HL2_Saved
}
$position -1 0.65
GAMESAVING
{
#HL2_Saved
}
// In-Game messages
$position 0.1 0.1
$effect 2
// This is the final color
$color 100 100 100
// This is the highlight color
$color2 240 110 0
// This is the time it takes to fade each character
$fadein 0.00
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.15
// How long to hold the message on the screen (after it scans out)
$holdtime 1.0
// How long it takes to fade out the message after holding
$fadeout 0.25
$boxsize 0.4
$boxcolor 31 31 31 127
// The following message will clear any existing message of the given name
$clearmessage GAMESAVING
GAMESAVED_360
{
#HL2_Saved
}
$position -1 0.65
GAMESAVED
{
#HL2_Saved
}
$clearmessage 0
// Game title
// This is a placeholder to hold the effects controls for the "Half-Life" title
$position -1 -1
// Only effect 0 is supported for game title
$effect 0
// This is the final color
$color 180 180 180
// Not used color2
$color2 0 0 0
// This is the time it takes to fade in the title
$fadein 1.0
// How long to hold the message on the screen (after it scans out)
$holdtime 3.0
// How long it takes to fade out the message after holding
$fadeout 1.5
$boxsize 0.0
GAMETITLE
{
Half-Life
}
//HAZARD COURSE TEXT
// Test values -- JAY
$position -1 0.65
// Scan-out text effect
$effect 2
// This is the final color
$color 100 100 100
// This is the highlight color
$color2 0 200 50
// This is the time it takes to fade each character
$fadein 0.005
// This is the amount of time the highlight lags behind the leading edge of the text
$fxtime 0.5
// How long to hold the message on the screen (after it scans out)
$holdtime 3.5
// How long it takes to fade out the message after holding
$fadeout 1.5
$position -1 0.65
$position -1 0.3

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"VGUI_Screens"
{
// This name here can be referenced from within a
// vgui_screen entity to select this vgui panel
"vgui_test_screen"
{
// The type indicates which type of panel to create
// Coders will add new types as time goes by.
// "vgui_screen_panel" is a generic panel type which can
// read in .res files that have been built by VGUI's build mode dialog.
"type" "vgui_screen_panel"
// These describe the dimensions of the screen *in pixels*
"pixelswide" 480
"pixelshigh" 240
// This is the name of the .res file to load up and apply to the vgui panel
"resfile" "scripts/screens/vgui_test_screen.res"
}
"teleport_countdown_screen"
{
// Defined in c_info_teleporter_countdown.cpp
"type" "teleport_countdown_screen"
// These describe the dimensions of the screen *in pixels*
"pixelswide" 480
"pixelshigh" 240
// This is the name of the .res file to load up and apply to the vgui panel
"resfile" "scripts/screens/teleport_countdown_screen.res"
}
"slideshow_display_screen"
{
"type" "slideshow_display_screen"
"pixelswide" 256
"pixelshigh" 128
"acceptsinput" 0
"resfile" "scripts/screens/slideshow_display_screen.res"
}
}