Pirate

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//---------------------------------------------------------------------------------

-----------------------------
// pirate Response Rule File
//---------------------------------------------------------------------------------
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Criterion "NotSaidHelppirate" "worldSaidHelppirate" "!=1" "required" weight 0


Criterion "NotSaidPepTalkScaredpirate" "worldSaidPepTalkScaredpirate" "!=1"
"required" weight 0
Criterion "NotSaidRoundEndpirate" "worldSaidRoundEndpirate" "!=1" "required"

//---------------------------------------------------------------------------------
-----------------------------
// Radio
//---------------------------------------------------------------------------------
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Response Affirmativepirate
{
scene "scenes/pirate/Affirmative01.vcd" //Yeah
scene "scenes/pirate/Affirmative02.vcd" //Yeah man
}
Rule Affirmativepirate
{
criteria TLK_Affirmative Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Affirmativepirate
}

Response Agreepirate
{
scene "scenes/pirate/Agree01.vcd" //Agreed
scene "scenes/pirate/Agree02.vcd" //I agree
scene "scenes/pirate/Agree03.vcd" //Of course I agree
scene "scenes/pirate/Agree04.vcd" //That is the plan
scene "scenes/pirate/Agree05.vcd" //That is what I am doing
scene "scenes/pirate/Agree06.vcd" //Yeah, sure
}
Rule Agreepirate
{
criteria TLK_Agree Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Agreepirate
}

Response Blindedpirate
{
scene "scenes/pirate/Blinded01.vcd" //I am blind
scene "scenes/pirate/Blinded02.vcd" //Blinded!
scene "scenes/pirate/Blinded04.vcd" //I can't see
scene "scenes/pirate/Blinded05.vcd" //Blind
scene "scenes/pirate/Blinded06.vcd" //Cannot see
}
Rule Blindedpirate
{
criteria TLK_Blinded Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Blindedpirate
}

Response Clearpirate
{
scene "scenes/pirate/Clear01.vcd" //All clear
scene "scenes/pirate/Clear02.vcd" //No one here
scene "scenes/pirate/Clear03.vcd" //Clear
}
Rule Clearpirate
{
criteria TLK_Clear Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Clearpirate
}

Response ClearedAreapirate
{
scene "scenes/pirate/ClearedArea01.vcd" //No one is here
scene "scenes/pirate/ClearedArea02.vcd" //They are not here
scene "scenes/pirate/ClearedArea03.vcd" //They must be gone
}
Rule ClearedAreapirate
{
criteria TLK_ClearedArea Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response ClearedAreapirate
}

Response CoveringFriendpirate
{
scene "scenes/pirate/CoveringFriend01.vcd" //Got your back man
scene "scenes/pirate/CoveringFriend03.vcd" //Gotcha
scene "scenes/pirate/CoveringFriend04.vcd" //I gotach, I gotcha
}
Rule CoveringFriendpirate
{
criteria TLK_CoveringFriend Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response CoveringFriendpirate
}

Response DeathCrypirate
{
scene "scenes/pirate/t_death01.vcd" //Ahhhh!
scene "scenes/pirate/t_death02.vcd" //(exhale)
scene "scenes/pirate/t_death03.vcd" //Ohhhh
scene "scenes/pirate/t_death04.vcd" //(exhale)
}
Rule DeathCrypirate
{
criteria TLK_DeathCry Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response DeathCrypirate
}

Response DefendingBombsiteApirate
{
scene "scenes/pirate/DefendingBombsiteA01.vcd" //Watching the bombsite
scene "scenes/pirate/DefendingBombsiteA02.vcd" //Covering the bombsite
scene "scenes/pirate/DefendingBombsiteA03.vcd" //Staying at the bombsite
}
Rule DefendingBombsiteApirate
{
criteria TLK_DefendingBombsite Ispirate IsTalkpirate IsBombSiteA
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response DefendingBombsiteApirate
}

Response Disagreepirate
{
scene "scenes/pirate/Disagree01.vcd" //No man
scene "scenes/pirate/Disagree02.vcd" //No
scene "scenes/pirate/Disagree03.vcd" //No way
scene "scenes/pirate/Disagree04.vcd" //No way man
}
Rule Disagreepirate
{
criteria TLK_Disagree Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Disagreepirate
}

Response EnemyDownpirate
{
scene "scenes/pirate/EnemyDown01.vcd" //He's down
scene "scenes/pirate/EnemyDown02.vcd" //I got one
scene "scenes/pirate/EnemyDown03.vcd" //Got 'em
scene "scenes/pirate/EnemyDown04.vcd" //I hit him!
scene "scenes/pirate/EnemyDown05.vcd" //I dropped him!
scene "scenes/pirate/EnemyDown06.vcd" //He' dead
scene "scenes/pirate/EnemyDown07.vcd" //I killed him!
scene "scenes/pirate/EnemyDown08.vcd" //I got him
}
Rule EnemyDownpirate
{
criteria TLK_EnemyDown Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response EnemyDownpirate
}

Response FollowingFriendpirate
{
scene "scenes/pirate/FollowingFriend01.vcd" //You lead the way
scene "scenes/pirate/FollowingFriend02.vcd" //I am with you
scene "scenes/pirate/FollowingFriend03.vcd" //Sure sure go ahead I'll follow
scene "scenes/pirate/FollowingFriend04.vcd" //Lead the way
scene "scenes/pirate/FollowingFriend05.vcd" //Yeah yeah, you lead
scene "scenes/pirate/FollowingFriend06.vcd" //I'm with you
}
Rule FollowingFriendpirate
{
criteria TLK_FollowingFriend Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response FollowingFriendpirate
}

Response FriendlyFirepirate
{
scene "scenes/pirate/FriendlyFire01.vcd" //Do not shoot me
scene "scenes/pirate/FriendlyFire02.vcd" //Are you out of your stinking
mind?
scene "scenes/pirate/FriendlyFire03.vcd" //What are you doing?
scene "scenes/pirate/FriendlyFire04.vcd" //Stop shooting me
scene "scenes/pirate/FriendlyFire05.vcd" //Why are you shooting me?
scene "scenes/pirate/FriendlyFire06.vcd" //Stop! We are brothers
scene "scenes/pirate/FriendlyFire07.vcd" //What is with shooting me?
scene "scenes/pirate/FriendlyFire08.vcd" //You can stop shooting me man
scene "scenes/pirate/FriendlyFire09.vcd" //Have you gone mad? Stop shooting
me.
}
Rule FriendlyFirepirate
{
criteria TLK_FriendlyFire Ispirate IsTalkpirate IsBDamage
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response FriendlyFirepirate
}

Response FriendlyFireNoBpirate
{
scene "scenes/pirate/FriendlyFire02.vcd" //Are you out of your stinking
mind?
scene "scenes/pirate/FriendlyFire03.vcd" //What are you doing?
scene "scenes/pirate/FriendlyFire06.vcd" //Stop! We are brothers
}
Rule FriendlyFireNoBpirate
{
criteria TLK_FriendlyFire Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response FriendlyFireNoBpirate
}

Response GoingToPlantBombpirate
{
scene "scenes/pirate/GoingToPlantBomb01.vcd" //I am going to plant the bomb
scene "scenes/pirate/GoingToPlantBomb02.vcd" //I will plant the bomb
scene "scenes/pirate/GoingToPlantBomb03.vcd" //Going to plant the bomb
}
Rule GoingToPlantBombpirate
{
criteria TLK_GoingToPlantBomb Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response GoingToPlantBombpirate
}
Response GoingToPlantBombApirate
{
scene "scenes/pirate/GoingToPlantBombA01.vcd" //Taking the bomb to A
scene "scenes/pirate/GoingToPlantBombA02.vcd" //I am going to planet the
bomb at A
scene "scenes/pirate/GoingToPlantBombA03.vcd" //I am taking the bomb to A
}
Rule GoingToPlantBombApirate
{
criteria TLK_GoingToPlantBomb Ispirate IsTalkpirate IsBombSiteA
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response GoingToPlantBombApirate
}

Response HeardNoisepirate
{
scene "scenes/pirate/HeardNoise01.vcd" //Did you hear that?
scene "scenes/pirate/HeardNoise02.vcd" //What was that noise?
scene "scenes/pirate/HeardNoise03.vcd" //I think I heard something
scene "scenes/pirate/HeardNoise04.vcd" //Did you hear that?
}
Rule HeardNoisepirate
{
criteria TLK_HeardNoise Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response HeardNoisepirate
}

Response helppirate
{
scene "scenes/pirate/help01.vcd" //ahhh... I need help here
scene "scenes/pirate/help02.vcd" //Help!
scene "scenes/pirate/help03.vcd" //I need help
scene "scenes/pirate/help04.vcd" //Where is everyone?!
scene "scenes/pirate/help05.vcd" //Help! Help me!
}
Rule helppirate
{
criteria TLK_help Ispirate
ApplyContext "Talkpirate:1:1,SaidHelppirate:1:3"
applycontexttoworld
Response helppirate
}

Response InCombatpirate
{
scene "scenes/pirate/InCombat01.vcd" //Attacking!
scene "scenes/pirate/InCombat02.vcd" //I'm firing
scene "scenes/pirate/InCombat03.vcd" //I'm going to kill you all
scene "scenes/pirate/InCombat04.vcd" //I'm attacking
scene "scenes/pirate/InCombat05.vcd" //Firing!
scene "scenes/pirate/InCombat06.vcd" //Opening up!
scene "scenes/pirate/InCombat07.vcd" //Let's do this
scene "scenes/pirate/InCombat08.vcd" //Kill them!
}
Rule InCombatpirate
{
criteria TLK_InCombat Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response InCombatpirate
}

Response KilledFriendpirate
{
scene "scenes/pirate/KilledFriend01.vcd" //What is your problem?
scene "scenes/pirate/KilledFriend02.vcd" //Are you blind? He was on our
team.
scene "scenes/pirate/KilledFriend03.vcd" //Stop. You have killed our own.
scene "scenes/pirate/KilledFriend04.vcd" //I hope that was an accident
scene "scenes/pirate/KilledFriend05.vcd" //Not cool man, not cool
}
Rule KilledFriendpirate
{
criteria TLK_KilledFriend Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response KilledFriendpirate
}

Response KilledMyEnemypirate
{
scene "scenes/pirate/EnemyDown01.vcd" //He's down
scene "scenes/pirate/EnemyDown03.vcd" //Got 'em
scene "scenes/pirate/EnemyDown06.vcd" //He' dead
}
Rule KilledMyEnemypirate
{
criteria TLK_KilledMyEnemy Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response KilledMyEnemypirate
}

Response LastManStandingpirate
{
scene "scenes/pirate/LastManStanding01.vcd" //I have killed you all
scene "scenes/pirate/LastManStanding02.vcd" //I live
scene "scenes/pirate/LastManStanding03.vcd" //You missed me
scene "scenes/pirate/LastManStanding04.vcd" //You will never kill me
scene "scenes/pirate/LastManStanding05.vcd" //I'm still here
scene "scenes/pirate/LastManStanding06.vcd" //I am still alive
scene "scenes/pirate/LastManStanding07.vcd" //I fear no one
scene "scenes/pirate/LastManStanding08.vcd" //I have driven you out
}
Rule LastManStandingpirate
{
criteria TLK_LastManStanding Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response LastManStandingpirate
}

Response LostEnemypirate
{
scene "scenes/pirate/LostEnemy01.vcd" //I lost them
scene "scenes/pirate/LostEnemy02.vcd" //Where'd they go?
scene "scenes/pirate/LostEnemy03.vcd" //Ahh lost 'em
scene "scenes/pirate/LostEnemy04.vcd" //Man... where'd they go?
}
Rule LostEnemypirate
{
criteria TLK_LostEnemy Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response LostEnemypirate
}

Response Map_CTSpawnpirate
{
scene "scenes/pirate/tmap_cs_source13.vcd" //Checking their entry point
scene "scenes/pirate/tmap_cs_source14.vcd" //At their entry point
}
Rule Map_CTSpawnpirate
{
criteria TLK_Map_CTSpawn Ispirate IsTalkpirate IsNotar_shoots
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Map_CTSpawnpirate
}

Response Map_Frontpirate
{
scene "scenes/pirate/tmap_cs_source15.vcd" //Front
scene "scenes/pirate/tmap_cs_source16.vcd" //At the front
scene "scenes/pirate/tmap_cs_source17.vcd" //Checking the front
}
Rule Map_Frontpirate
{
criteria TLK_Map_Front Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Map_Frontpirate
}

Response Map_Middlepirate
{
scene "scenes/pirate/tmap_cs_source33.vcd" //Middle
scene "scenes/pirate/tmap_cs_source34.vcd" //At the Middle
scene "scenes/pirate/tmap_cs_source35.vcd" //In the Middle
}
Rule Map_Middlepirate
{
criteria TLK_Map_Middle Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Map_Middlepirate
}

Response Map_Stairwellpirate
{
scene "scenes/pirate/tmap_cs_source48.vcd" //Stair well
scene "scenes/pirate/tmap_cs_source49.vcd" //Covering the stair well
scene "scenes/pirate/tmap_cs_source50.vcd" //In the stair well
}
Rule Map_Stairwellpirate
{
criteria TLK_Map_Stairwell Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Map_Stairwellpirate
}

Response Map_TSpawnpirate
{
scene "scenes/pirate/tmap_cs_source51.vcd" //At our entry point
scene "scenes/pirate/tmap_cs_source52.vcd" //Where we started
scene "scenes/pirate/tmap_cs_source53.vcd" //At our start point
}
Rule Map_TSpawnpirate
{
criteria TLK_Map_TSpawn Ispirate IsTalkpirate IsNotar_shoots
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Map_TSpawnpirate
}

Response Negativepirate
{
scene "scenes/pirate/Negative01.vcd" //No man
scene "scenes/pirate/Negative02.vcd" //Noohh
scene "scenes/pirate/Negative03.vcd" //No
scene "scenes/pirate/Negative04.vcd" //Uh uh
}
Rule Negativepirate
{
criteria TLK_Negative Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Negativepirate
}

Response NiceShotpirate
{
scene "scenes/pirate/NiceShot01.vcd" //Good shot
scene "scenes/pirate/NiceShot02.vcd" //Niiccee
scene "scenes/pirate/NiceShot03.vcd" //Nice shot
scene "scenes/pirate/NiceShot04.vcd" //You got him!
scene "scenes/pirate/NiceShot05.vcd" //That one's yours
scene "scenes/pirate/NiceShot06.vcd" //Nice shooting
scene "scenes/pirate/NiceShot07.vcd" //Nice shot man
scene "scenes/pirate/NiceShot08.vcd" //You got him
scene "scenes/pirate/NiceShot09.vcd" //That was you
scene "scenes/pirate/NiceShot10.vcd" //Oh yeah, Bam!
scene "scenes/pirate/NiceShot11.vcd" //Nice man, nice
scene "scenes/pirate/NiceShot12.vcd" //Nice man, nice
}
Rule NiceShotpirate
{
criteria TLK_NiceShot Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response NiceShotpirate
}

Response OnARollBragpirate
{
scene "scenes/pirate/OnARollBrag01.vcd" //Yes!
scene "scenes/pirate/OnARollBrag02.vcd" //Is that all you're going to do?
scene "scenes/pirate/OnARollBrag03.vcd" //This island's not big enough for
all of us
scene "scenes/pirate/OnARollBrag04.vcd" //We are strong!
scene "scenes/pirate/OnARollBrag05.vcd" //You can't handle us!
scene "scenes/pirate/OnARollBrag06.vcd" //You are going to learn your place!
scene "scenes/pirate/OnARollBrag07.vcd" //Those who leave our Island - can
live
scene "scenes/pirate/OnARollBrag08.vcd" //Woooo!
scene "scenes/pirate/OnARollBrag09.vcd" //Don't worry... we'll call the
morgue for you
scene "scenes/pirate/OnARollBrag10.vcd" //This is our Island!
scene "scenes/pirate/OnARollBrag11.vcd" //This is our land
scene "scenes/pirate/OnARollBrag12.vcd" //Run now while you have the chance
scene "scenes/pirate/OnARollBrag13.vcd" //Show your face and I'll cut it
}
Rule OnARollBragpirate
{
criteria TLK_OnARollBrag Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response OnARollBragpirate
}

Response OneEnemyLeftpirate
{
scene "scenes/pirate/OneEnemyLeft01.vcd" //One man left
scene "scenes/pirate/OneEnemyLeft02.vcd" //Only one man left
scene "scenes/pirate/OneEnemyLeft03.vcd" //One left against us
scene "scenes/pirate/OneEnemyLeft06.vcd" //Still got one tourist with a gun
scene "scenes/pirate/OneEnemyLeft07.vcd" //One still opposes us
scene "scenes/pirate/OneEnemyLeft08.vcd" //Only one left
scene "scenes/pirate/OneEnemyLeft10.vcd" //We must find and kill that last
man
scene "scenes/pirate/OneEnemyLeft11.vcd" //There is only one left
scene "scenes/pirate/OneEnemyLeft12.vcd" //Find that last coward
}
Rule OneEnemyLeftpirate
{
criteria TLK_OneEnemyLeft Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response OneEnemyLeftpirate
}

Response OnMyWaypirate
{
scene "scenes/pirate/OnMyWay01.vcd" //I am on my way
scene "scenes/pirate/OnMyWay02.vcd" //On my way
scene "scenes/pirate/OnMyWay03.vcd" //Coming
scene "scenes/pirate/OnMyWay04.vcd" //Heading that way
}
Rule OnMyWaypirate
{
criteria TLK_OnMyWay Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response OnMyWaypirate
}

Response PepTalkScaredpirate
{
scene "scenes/pirate/PepTalk02.vcd" //We can do this
scene "scenes/pirate/PepTalk06.vcd" //Keep at it, keep at it
scene "scenes/pirate/PepTalk07.vcd" //You can't give up now
scene "scenes/pirate/PepTalk09.vcd" //Come on man, come on!
}
Rule PepTalkScaredpirate
{
criteria TLK_ScaredEmote Ispirate IsEarlyInRound IsTalkpirate
NotSaidPepTalkScaredpirate
ApplyContext "Talkpirate:1:1,SaidPepTalkScaredpirate:1:15"
applycontexttoworld
Response PepTalkScaredpirate
}

Response PinnedDownpirate
{
scene "scenes/pirate/PinnedDown01.vcd" //I'm pinned
scene "scenes/pirate/PinnedDown02.vcd" //They've got me pinned!
scene "scenes/pirate/PinnedDown03.vcd" //I'm pinned down
}
Rule PinnedDownpirate
{
criteria TLK_PinnedDown Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response PinnedDownpirate
}

Response PlantingBombpirate
{
scene "scenes/pirate/PlantingBomb01.vcd" //Planting
scene "scenes/pirate/PlantingBomb02.vcd" //I'm planting the bomb
scene "scenes/pirate/PlantingBomb05.vcd" //I'm setting the bomb
}
Rule PlantingBombpirate
{
criteria TLK_PlantingBomb Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1,SaidBombPlant:1:20"
applycontexttoworld
Response PlantingBombpirate
}

Response Radio.Affirmitivepirate
{
scene "scenes/pirate/Affirmative01.vcd" //Yeah
scene "scenes/pirate/Affirmative02.vcd" //Yeah man
}
Rule Radio.Affirmitivepirate
{
criteria TLK_Radio.Affirmitive Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Radio.Affirmitivepirate
}

Response Radio.Cheerpirate
{
scene "scenes/pirate/OnARollBrag01.vcd" //Yes!
scene "scenes/pirate/OnARollBrag02.vcd" //Is that all you're going to do?
scene "scenes/pirate/OnARollBrag03.vcd" //This island's not big enough for
all of us
scene "scenes/pirate/OnARollBrag04.vcd" //We are strong!
scene "scenes/pirate/OnARollBrag05.vcd" //You can't handle us!
scene "scenes/pirate/OnARollBrag06.vcd" //You are going to learn your place!
scene "scenes/pirate/OnARollBrag07.vcd" //Those who leave our Island - can
live
scene "scenes/pirate/OnARollBrag08.vcd" //Woooo!
scene "scenes/pirate/OnARollBrag09.vcd" //Don't worry... we'll call the
morgue for you
scene "scenes/pirate/OnARollBrag10.vcd" //This is our Island!
scene "scenes/pirate/OnARollBrag11.vcd" //This is our land
scene "scenes/pirate/OnARollBrag12.vcd" //Run now while you have the chance
scene "scenes/pirate/OnARollBrag13.vcd" //Show your face and I'll cut it
}
Rule Radio.Cheerpirate
{
criteria TLK_Radio.Cheer Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Radio.Cheerpirate
}

Response Radio.Complimentpirate
{
scene "scenes/pirate/OnARollBrag01.vcd" //Yes!
scene "scenes/pirate/OnARollBrag02.vcd" //Is that all you're going to do?
scene "scenes/pirate/OnARollBrag03.vcd" //This island's not big enough for
all of us
scene "scenes/pirate/OnARollBrag04.vcd" //We are strong!
scene "scenes/pirate/OnARollBrag05.vcd" //You can't handle us!
scene "scenes/pirate/OnARollBrag06.vcd" //You are going to learn your place!
scene "scenes/pirate/OnARollBrag07.vcd" //Those who leave our Island - can
live
scene "scenes/pirate/OnARollBrag08.vcd" //Woooo!
scene "scenes/pirate/OnARollBrag09.vcd" //Don't worry... we'll call the
morgue for you
scene "scenes/pirate/OnARollBrag10.vcd" //This is our Island!
scene "scenes/pirate/OnARollBrag11.vcd" //This is our land
scene "scenes/pirate/OnARollBrag12.vcd" //Run now while you have the chance
scene "scenes/pirate/OnARollBrag13.vcd" //Show your face and I'll cut it
}
Rule Radio.Complimentpirate
{
criteria TLK_Radio.Compliment Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Radio.Complimentpirate
}

Response Radio.CoverMepirate
{
scene "scenes/pirate/CoverMe01.vcd" //Cover me
scene "scenes/pirate/CoverMe02.vcd" //Watch my back
scene "scenes/pirate/CoverMe03.vcd" //Cover me
}
Rule Radio.CoverMepirate
{
criteria TLK_Radio.CoverMe Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Radio.CoverMepirate
}

Response Radio.Decoypirate
{
scene "scenes/pirate/t_decoy01.vcd" //Decoy!
scene "scenes/pirate/t_decoy02.vcd" //Decoy's out
scene "scenes/pirate/t_decoy03.vcd" //Throwing a decoy
scene "scenes/pirate/t_decoy04.vcd" //Throwing a decoy
}
Rule Radio.Decoypirate
{
criteria TLK_Radio.Decoy Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Radio.Decoypirate
}

Response Radio.EnemyDownpirate
{
scene "scenes/pirate/EnemyDown01.vcd" //He's down
scene "scenes/pirate/EnemyDown03.vcd" //Got 'em
scene "scenes/pirate/EnemyDown06.vcd" //He' dead
}
Rule Radio.EnemyDownpirate
{
criteria TLK_Radio.EnemyDown Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Radio.EnemyDownpirate
}

Response Radio.EnemySpottedpirate
{
scene "scenes/pirate/Radio_EnemySpotted01.vcd" //There is one
scene "scenes/pirate/Radio_EnemySpotted02.vcd" //I see them
scene "scenes/pirate/Radio_EnemySpotted03.vcd" //I can see them
scene "scenes/pirate/Radio_EnemySpotted04.vcd" //Get ready, I see 'em
scene "scenes/pirate/Radio_EnemySpotted06.vcd" //Tourist spotted
}
Rule Radio.EnemySpottedpirate
{
criteria TLK_Radio.EnemySpotted Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Radio.EnemySpottedpirate
}

Response Radio.FireInTheHolepirate
{
scene "scenes/pirate/t_grenade01.vcd" //Grenade!
scene "scenes/pirate/t_grenade02.vcd" //I'm throwing a grenade.
scene "scenes/pirate/t_grenade04.vcd" //Grenade!
scene "scenes/pirate/t_grenade05.vcd" //Grenade out!
}
Rule Radio.FireInTheHolepirate
{
criteria TLK_Radio.FireInTheHole Ispirate IsTalkpirate IsNottraining1
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Radio.FireInTheHolepirate
}

Response Radio.Flashbangpirate
{
scene "scenes/pirate/t_flashbang01.vcd" //Throwing a Flashbang
scene "scenes/pirate/t_flashbang02.vcd" //I'm throwing a Flashbang
scene "scenes/pirate/t_flashbang03.vcd" //Flashbang
}
Rule Radio.Flashbangpirate
{
criteria TLK_Radio.Flashbang Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Radio.Flashbangpirate
}

Response Radio.FollowMepirate
{
scene "scenes/pirate/Radio_FollowMe01.vcd" //Follow me
scene "scenes/pirate/Radio_FollowMe02.vcd" //This way
scene "scenes/pirate/Radio_FollowMe03.vcd" //Come on, this way
scene "scenes/pirate/Radio_FollowMe04.vcd" //Follow me
scene "scenes/pirate/Radio_FollowMe05.vcd" //Overhere, I'll lead
}
Rule Radio.FollowMepirate
{
criteria TLK_Radio.FollowMe Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Radio.FollowMepirate
}

Response Radio.GetInPositionpirate
{
scene "scenes/pirate/Thanks01.vcd" //Thank you
scene "scenes/pirate/Thanks04.vcd" //Thanks
scene "scenes/pirate/Thanks05.vcd" //Thanks man
}
Rule Radio.GetInPositionpirate
{
criteria TLK_Radio.GetInPosition Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Radio.GetInPositionpirate
}

Response Radio.GetOutOfTherepirate
{
scene "scenes/pirate/BombTickingDown01.vcd" //It's going to explode
scene "scenes/pirate/BombTickingDown02.vcd" //This is it, get ready!
scene "scenes/pirate/BombTickingDown03.vcd" //We are going to do this
scene "scenes/pirate/BombTickingDown04.vcd" //This will get you off our
island!
scene "scenes/pirate/BombTickingDown05.vcd" //This is our time!
scene "scenes/pirate/BombTickingDown06.vcd" //The bomb is ticking down
}
Rule Radio.GetOutOfTherepirate
{
criteria TLK_Radio.GetOutOfThere Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Radio.GetOutOfTherepirate
}

Response Radio.GoGoGopirate
{
scene "scenes/pirate/radio_letsgo01.vcd" //Go go go!
scene "scenes/pirate/radio_letsgo02.vcd" //Let's go!
scene "scenes/pirate/radio_letsgo03.vcd" //Move it! Move it!
scene "scenes/pirate/radio_letsgo04.vcd" //Move it man, move it
scene "scenes/pirate/radio_letsgo05.vcd" //Come on, come on, let's go
scene "scenes/pirate/radio_letsgo06.vcd" //Prese prese!
scene "scenes/pirate/radio_letsgo07.vcd" //We must go
scene "scenes/pirate/radio_letsgo08.vcd" //Let's go!
scene "scenes/pirate/radio_letsgo09.vcd" //Let's go! Let's go!
}
Rule Radio.GoGoGopirate
{
criteria TLK_Radio.GoGoGo Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Radio.GoGoGopirate
}

Response Radio.HoldPositionpirate
{
scene "scenes/pirate/RadioBotHold01.vcd" //Hold here
scene "scenes/pirate/RadioBotHold02.vcd" //Cover this area
scene "scenes/pirate/RadioBotHold03.vcd" //Guard this area
scene "scenes/pirate/RadioBotWait01.vcd" //Wait here
}
Rule Radio.HoldPositionpirate
{
criteria TLK_Radio.HoldPosition Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Radio.HoldPositionpirate
}

Response Radio.InPositionpirate
{
scene "scenes/pirate/InPosition01.vcd" //I'm in position
scene "scenes/pirate/InPosition01.vcd" //I'm in position
scene "scenes/pirate/InPosition02.vcd" //I'm ready
scene "scenes/pirate/InPosition02.vcd" //I'm ready
scene "scenes/pirate/InPosition03.vcd" //I'm prepared
scene "scenes/pirate/InPosition03.vcd" //I'm prepared
}
Rule Radio.InPositionpirate
{
criteria TLK_Radio.InPosition Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Radio.InPositionpirate
}

Response radio.letsgopirate
{
scene "scenes/pirate/radio_letsgo01.vcd" //Go go go!
scene "scenes/pirate/radio_letsgo02.vcd" //Let's go!
scene "scenes/pirate/radio_letsgo03.vcd" //Move it! Move it!
scene "scenes/pirate/radio_letsgo04.vcd" //Move it man, move it
scene "scenes/pirate/radio_letsgo05.vcd" //Come on, come on, let's go
scene "scenes/pirate/radio_letsgo06.vcd" //Prese prese!
scene "scenes/pirate/radio_letsgo07.vcd" //We must go
scene "scenes/pirate/radio_letsgo08.vcd" //Let's go!
scene "scenes/pirate/radio_letsgo09.vcd" //Let's go! Let's go!
}
Rule radio.letsgopirate
{
criteria TLK_radio.letsgo Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response radio.letsgopirate
}

Response radio.locknloadpirate
{
scene "scenes/pirate/radio_locknload01.vcd" //So that we may be free
scene "scenes/pirate/radio_locknload02.vcd" //Now, let's get them off our
island
scene "scenes/pirate/radio_locknload05.vcd" //Now is the time
scene "scenes/pirate/radio_locknload06.vcd" //Talk is over, now is the time
for action
scene "scenes/pirate/radio_locknload07.vcd" //It's time to free us from our
bonds
scene "scenes/pirate/radio_locknload08.vcd" //We must push them from our
lands
scene "scenes/pirate/radio_locknload09.vcd" //It is time to do our part
scene "scenes/pirate/radio_locknload10.vcd" //Grab your stuff and let's go
scene "scenes/pirate/radio_locknload11.vcd" //Don't forget the plan
scene "scenes/pirate/radio_locknload13.vcd" //We are ready, let's go
}
Rule radio.locknloadpirate
{
criteria TLK_radio.locknload Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response radio.locknloadpirate
}

Response radio.locknloadStpirate
{
scene "scenes/pirate/radio_locknload04.vcd" //The truck is crashed, let's go
scene "scenes/pirate/radio_locknload12.vcd" //Let's go blow that truck
}
Rule radio.locknloadStpirate
{
criteria TLK_radio.locknload Ispirate IsTalkpirate Isde_stmarc
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response radio.locknloadStpirate
}

Response radio.locknloadSugarpirate
{
scene "scenes/pirate/radio_locknload03.vcd" //Now, let's destroy the mill
scene "scenes/pirate/radio_locknload14.vcd" //Time to go to work in the mill
}
Rule radio.locknloadSugarpirate
{
criteria TLK_radio.locknload Ispirate IsTalkpirate Isde_sugarcane
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response radio.locknloadSugarpirate
}

Response Radio.Molotovpirate
{
scene "scenes/pirate/t_molotov01.vcd" //Molotov!
scene "scenes/pirate/t_molotov02.vcd" //Throwing fire.
scene "scenes/pirate/t_molotov03.vcd" //I'm throwing fire
scene "scenes/pirate/t_molotov06.vcd" //Fire!
}
Rule Radio.Molotovpirate
{
criteria TLK_Radio.Molotov Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Radio.Molotovpirate
}

Response Radio.NeedBackuppirate
{
scene "scenes/pirate/Radio_NeedBackup01.vcd" //I'm being overrun
scene "scenes/pirate/Radio_NeedBackup02.vcd" //I need back-up
scene "scenes/pirate/Radio_NeedBackup03.vcd" //There's too many of them
scene "scenes/pirate/Radio_NeedBackup04.vcd" //I'm being overrun
}
Rule Radio.NeedBackuppirate
{
criteria TLK_Radio.NeedBackup Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Radio.NeedBackuppirate
}

Response Radio.Negativepirate
{
scene "scenes/pirate/Negative01.vcd" //No man
scene "scenes/pirate/Negative02.vcd" //Noohh
scene "scenes/pirate/Negative03.vcd" //No
scene "scenes/pirate/NegativeNo04.vcd" //Of course not
scene "scenes/pirate/NegativeNo05.vcd" //No no no
}
Rule Radio.Negativepirate
{
criteria TLK_Radio.Negative Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Radio.Negativepirate
}

Response Radio.Regrouppirate
{
scene "scenes/pirate/RadioBotRegroup01.vcd" //Stick together
scene "scenes/pirate/RadioBotRegroup02.vcd" //Everyone get together
scene "scenes/pirate/RadioBotRegroup03.vcd" //Regroup, regroup
}
Rule Radio.Regrouppirate
{
criteria TLK_Radio.Regroup Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Radio.Regrouppirate
}

Response Radio.ReportingInpirate
{
scene "scenes/pirate/ReportingIn01.vcd" //Yeah man, I'm here
scene "scenes/pirate/ReportingIn02.vcd" //Here
scene "scenes/pirate/ReportingIn03.vcd" //Yes?
scene "scenes/pirate/ReportingIn04.vcd" //Yes, I'm here.
}
Rule Radio.ReportingInpirate
{
criteria TLK_Radio.ReportingIn Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Radio.ReportingInpirate
}

Response Radio.ReportInTeampirate
{
scene "scenes/pirate/RequestReport02.vcd" //What do you see?
scene "scenes/pirate/RequestReport03.vcd" //Check in
scene "scenes/pirate/RequestReport04.vcd" //Are you there?
}
Rule Radio.ReportInTeampirate
{
criteria TLK_Radio.ReportInTeam Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Radio.ReportInTeampirate
}

Response Radio.Rogerpirate
{
scene "scenes/pirate/Agree04.vcd" //That is the plan
scene "scenes/pirate/Agree07.vcd" //Of course
}
Rule Radio.Rogerpirate
{
criteria TLK_Radio.Roger Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Radio.Rogerpirate
}

Response Radio.SectorClearpirate
{
scene "scenes/pirate/ClearedArea01.vcd" //No one is here
scene "scenes/pirate/ClearedArea02.vcd" //They are not here
scene "scenes/pirate/ClearedArea03.vcd" //They must be gone
scene "scenes/pirate/ClearedArea04.vcd" //Nothing here
}
Rule Radio.SectorClearpirate
{
criteria TLK_Radio.SectorClear Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Radio.SectorClearpirate
}

Response Radio.Smokepirate
{
scene "scenes/pirate/t_smoke01.vcd" //Smoke!
scene "scenes/pirate/t_smoke02.vcd" //I'm throwing smoke.
}
Rule Radio.Smokepirate
{
criteria TLK_Radio.Smoke Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Radio.Smokepirate
}

Response Radio.StickTogetherpirate
{
scene "scenes/pirate/RadioBotRegroup01.vcd" //Stick together
scene "scenes/pirate/RadioBotRegroup02.vcd" //Everyone get together
}
Rule Radio.StickTogetherpirate
{
criteria TLK_Radio.StickTogether Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Radio.StickTogetherpirate
}

Response radio.takingfirepirate
{
scene "scenes/pirate/Radio_TakingFire01.vcd" //I am under fire
scene "scenes/pirate/Radio_TakingFire02.vcd" //I have found them!
scene "scenes/pirate/Radio_TakingFire03.vcd" //They are shooting at me
scene "scenes/pirate/Radio_TakingFire04.vcd" //They are firing on me
scene "scenes/pirate/Radio_TakingFire05.vcd" //I'm taking fire
scene "scenes/pirate/Radio_TakingFire06.vcd" //They are trying to kill me
scene "scenes/pirate/Radio_TakingFire07.vcd" //They are shooting
scene "scenes/pirate/Radio_TakingFire08.vcd" //They are firing at me
}
Rule radio.takingfirepirate
{
criteria TLK_radio.takingfire Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response radio.takingfirepirate
}

Response Radio.TeamFallBackpirate
{
scene "scenes/pirate/RadioBotFallBack01.vcd" //Get back!
scene "scenes/pirate/RadioBotFallBack02.vcd" //Back! Back!
scene "scenes/pirate/RadioBotFallBack04.vcd" //Move back, move back
}
Rule Radio.TeamFallBackpirate
{
criteria TLK_Radio.TeamFallBack Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Radio.TeamFallBackpirate
}

Response Radio.Thankspirate
{
scene "scenes/pirate/Thanks01.vcd" //Thank you
scene "scenes/pirate/Thanks04.vcd" //Thanks
scene "scenes/pirate/Thanks05.vcd" //Thanks man
}
Rule Radio.Thankspirate
{
criteria TLK_Radio.Thanks Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Radio.Thankspirate
}

Response Radio.YouTakeThePointpirate
{
scene "scenes/pirate/FollowingFriend01.vcd" //You lead the way
scene "scenes/pirate/FollowingFriend04.vcd" //Lead the way
scene "scenes/pirate/FollowingFriend05.vcd" //Yeah yeah, you lead
}
Rule Radio.YouTakeThePointpirate
{
criteria TLK_Radio.YouTakeThePoint Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Radio.YouTakeThePointpirate
}

Response ReportingInpirate
{
scene "scenes/pirate/ReportingIn01.vcd" //Yeah man, I'm here
scene "scenes/pirate/ReportingIn02.vcd" //Here
scene "scenes/pirate/ReportingIn03.vcd" //Yes?
scene "scenes/pirate/ReportingIn04.vcd" //Yes, I'm here.
}
Rule ReportingInpirate
{
criteria TLK_ReportingIn Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response ReportingInpirate
}

Response RequestReportpirate
{
scene "scenes/pirate/RequestReport01.vcd" //What is happening?
scene "scenes/pirate/RequestReport02.vcd" //What do you see?
scene "scenes/pirate/RequestReport03.vcd" //Check in
scene "scenes/pirate/RequestReport04.vcd" //Are you there?
}
Rule RequestReportpirate
{
criteria TLK_RequestReport Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response RequestReportpirate
}

Response ScaredEmotepirate
{
scene "scenes/pirate/ScaredEmote01.vcd" //I can do this
scene "scenes/pirate/ScaredEmote02.vcd" //Gotta chill
scene "scenes/pirate/ScaredEmote03.vcd" //It's not all over yet
scene "scenes/pirate/ScaredEmote04.vcd" //Ah man, this is all wrong
scene "scenes/pirate/ScaredEmote05.vcd" //We are screwing this up
}
Rule ScaredEmotepirate
{
criteria TLK_ScaredEmote Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response ScaredEmotepirate
}

Response SniperKilledpirate
{
scene "scenes/pirate/SniperKilled01.vcd" //The sniper is down
scene "scenes/pirate/SniperKilled02.vcd" //Sniper's dead
}
Rule SniperKilledpirate
{
criteria TLK_SniperKilled Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response SniperKilledpirate
}

Response SniperWarningpirate
{
scene "scenes/pirate/SniperWarning01.vcd" //Sniper!
scene "scenes/pirate/SniperWarning02.vcd" //Watch out, sniper!
scene "scenes/pirate/SniperWarning03.vcd" //Sniper!
scene "scenes/pirate/SniperWarning04.vcd" //There is a sniper here
}
Rule SniperWarningpirate
{
criteria TLK_SniperWarning Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response SniperWarningpirate
}

Response SpottedLooseBombpirate
{
scene "scenes/pirate/SpottedLooseBomb01.vcd" //We have dropped the bomb
scene "scenes/pirate/SpottedLooseBomb02.vcd" //The bomb is on the ground
scene "scenes/pirate/SpottedLooseBomb03.vcd" //We need that bomb
scene "scenes/pirate/SpottedLooseBomb04.vcd" //Someone must recover the bomb
scene "scenes/pirate/SpottedLooseBomb05.vcd" //We've dropped the bomb
scene "scenes/pirate/SpottedLooseBomb06.vcd" //We've dropped the bomb
scene "scenes/pirate/SpottedLooseBomb07.vcd" //We've lost the bomb
scene "scenes/pirate/SpottedLooseBomb08.vcd" //Get the bomb
}
Rule SpottedLooseBombpirate
{
criteria TLK_SpottedLooseBomb Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response SpottedLooseBombpirate
}

Response ThreeEnemiesLeftpirate
{
scene "scenes/pirate/ThreeEnemiesLeft01.vcd" //Three left
scene "scenes/pirate/ThreeEnemiesLeft02.vcd" //That makes three left
scene "scenes/pirate/ThreeEnemiesLeft05.vcd" //Three of them left
}
Rule ThreeEnemiesLeftpirate
{
criteria TLK_ThreeEnemiesLeft Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response ThreeEnemiesLeftpirate
}

Response TwoEnemiesLeftpirate
{
scene "scenes/pirate/TwoEnemiesLeft01.vcd" //They are down to two
scene "scenes/pirate/TwoEnemiesLeft02.vcd" //Only two men left
scene "scenes/pirate/TwoEnemiesLeft03.vcd" //Two men left
scene "scenes/pirate/TwoEnemiesLeft04.vcd" //That makes two left
scene "scenes/pirate/TwoEnemiesLeft05.vcd" //That makes two
}
Rule TwoEnemiesLeftpirate
{
criteria TLK_TwoEnemiesLeft Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response TwoEnemiesLeftpirate
}

Response WaitingHerepirate
{
scene "scenes/pirate/WaitingHere01.vcd" //I'm waiting here
scene "scenes/pirate/WaitingHere02.vcd" //I'll wait here
scene "scenes/pirate/WaitingHere03.vcd" //I'll hang here
scene "scenes/pirate/WaitingHere04.vcd" //I'll be waiting here
scene "scenes/pirate/WaitingHere05.vcd" //I'll be stayin' here
}
Rule WaitingHerepirate
{
criteria TLK_WaitingHere Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response WaitingHerepirate
}

Response WonRoundpirate
{
scene "scenes/pirate/RadioBotEndSolid01.vcd" //We have defeated them
scene "scenes/pirate/RadioBotEndSolid02.vcd" //We have won!
scene "scenes/pirate/RadioBotEndSolid03.vcd" //We are safe for now
scene "scenes/pirate/RadioBotEndSolid04.vcd" //It is over, we have won
scene "scenes/pirate/RadioBotEndSolid05.vcd" //It is over
}
Rule WonRoundpirate
{
criteria TLK_WonRound Ispirate IsTalkpirate NotSaidRoundEndpirate
ApplyContext "Talkpirate:1:1,SaidRoundEndpirate:1:10"
applycontexttoworld
Response WonRoundpirate
}

Response WonRoundCleanpirate
{
scene "scenes/pirate/RadioBotEndClean02.vcd" //We all can stand proudly
scene "scenes/pirate/RadioBotEndClean03.vcd" //Victory is ours
scene "scenes/pirate/RadioBotEndClean04.vcd" //Let that be a lesson to you
all
}
Rule WonRoundCleanpirate
{
criteria TLK_WonRoundClean Ispirate IsAllAlive IsTalkpirate
ApplyContext "Talkpirate:1:1,SaidRoundEndpirate:1:10"
applycontexttoworld
Response WonRoundCleanpirate
}

Response WonRoundQuicklypirate
{
scene "scenes/pirate/RadioBotEndClean01.vcd" //We defeated them
scene "scenes/pirate/RadioBotEndClean02.vcd" //We all can stand proudly
scene "scenes/pirate/RadioBotEndClean04.vcd" //Let that be a lesson to you
all
scene "scenes/pirate/RadioBotEndClean05.vcd" //And stay off our island
scene "scenes/pirate/RadioBotEndClean06.vcd" //This is our Island!
}
Rule WonRoundQuicklypirate
{
criteria TLK_WonRoundQuickly Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1,SaidRoundEndpirate:1:10"
applycontexttoworld
Response WonRoundQuicklypirate
}
Rule AgreeWithPlanpirate
{
criteria TLK_AgreeWithPlan Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Agreepirate
}

Rule FollowingCommanderpirate
{
criteria TLK_FollowingCommander Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response FollowingFriendpirate
}

Rule FollowingSirpirate
{
criteria TLK_FollowingSir Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response FollowingFriendpirate
}

Rule NiceShotCommanderpirate
{
criteria TLK_NiceShotCommander Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response NiceShotpirate
}

Rule NiceShotSirpirate
{
criteria TLK_NiceShotSir Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response NiceShotpirate
}

Rule ThrillEmotepirate
{
criteria TLK_ThrillEmote Ispirate IsTalkpirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response OnARollBragpirate
}

Rule EnemySpottedpirate
{
criteria TLK_EnemySpotted Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response Radio.EnemySpottedpirate
}

Rule radio.gopirate
{
criteria TLK_radio.go Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response radio.letsgopirate
}

Rule radio.moveoutpirate
{
criteria TLK_radio.moveout Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response radio.locknloadpirate
}

Rule Radio.ReportInTeampirate
{
criteria TLK_Radio.ReportInTeam Ispirate IsTalkpirate
ApplyContext "Talkpirate:1:1"
applycontexttoworld
Response RequestReportpirate
}

Response TeamLeadWonpirate
{
scene "scenes/pirate/OnARollBrag01.vcd" //Yes!
scene "scenes/pirate/OnARollBrag02.vcd" //Is that all you're going to do?
scene "scenes/pirate/OnARollBrag03.vcd" //This island's not big enough for
all of us
scene "scenes/pirate/OnARollBrag04.vcd" //We are strong!
scene "scenes/pirate/OnARollBrag05.vcd" //You can't handle us!
scene "scenes/pirate/OnARollBrag06.vcd" //You are going to learn your place!
scene "scenes/pirate/OnARollBrag07.vcd" //Those who leave our Island - can
live
scene "scenes/pirate/OnARollBrag08.vcd" //Woooo!
scene "scenes/pirate/OnARollBrag09.vcd" //Don't worry... we'll call the
morgue for you
scene "scenes/pirate/OnARollBrag10.vcd" //This is our Island!
scene "scenes/pirate/OnARollBrag11.vcd" //This is our land
scene "scenes/pirate/OnARollBrag12.vcd" //Run now while you have the chance
scene "scenes/pirate/OnARollBrag13.vcd" //Show your face and I'll cut it
}

Rule TeamLeadWonpirate
{
criteria TDM_GainedLead Ispirate IsTalkpirate TDM_ChatterAllowed_T
ApplyContext "Talkpirate:1:1,TDMChatterT:1:15"
applycontexttoworld
Response TeamLeadWonpirate
}

Response TeamLeadLostpirate
{
scene "scenes/pirate/ScaredEmote01.vcd" //I can do this
scene "scenes/pirate/ScaredEmote02.vcd" //Gotta chill
scene "scenes/pirate/ScaredEmote03.vcd" //It's not all over yet
scene "scenes/pirate/ScaredEmote04.vcd" //Ah man, this is all wrong
scene "scenes/pirate/ScaredEmote05.vcd" //We are screwing this up
}

Rule TeamLeadLostpirate
{
criteria TDM_LostLead Ispirate IsTalkpirate TDM_ChatterAllowed_T
ApplyContext "Talkpirate:1:1,TDMChatterT:1:15"
applycontexttoworld
Response TeamLeadLostpirate
}

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