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