Separatist

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

-----------------------------
// separatist Response Rule File
//---------------------------------------------------------------------------------
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Criterion "NotSaidHelpseparatist" "worldSaidHelpseparatist" "!=1" "required" weight


0
Criterion "NotSaidPepTalkScaredseparatist" "worldSaidPepTalkScaredseparatist" "!=1"
"required" weight 0
Criterion "NotSaidRoundEndseparatist" "worldSaidRoundEndseparatist" "!=1"
"required"

//---------------------------------------------------------------------------------
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// Radio
//---------------------------------------------------------------------------------
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Response Affirmativeseparatist
{
scene "scenes/separatist/Affirmative01.vcd" //Yes
scene "scenes/separatist/Affirmative02.vcd" //Affirmative
scene "scenes/separatist/Affirmative03.vcd" //Correct
}
Rule Affirmativeseparatist
{
criteria TLK_Affirmative Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Affirmativeseparatist
}

Response Agreeseparatist
{
scene "scenes/separatist/Agree01.vcd" //Agreed
scene "scenes/separatist/Agree02.vcd" //I agree
scene "scenes/separatist/Agree03.vcd" //Yes, agreed
scene "scenes/separatist/Agree04.vcd" //We are in agreement
scene "scenes/separatist/Agree05.vcd" //I agree with you
}
Rule Agreeseparatist
{
criteria TLK_Agree Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Agreeseparatist
}

Response Blindedseparatist
{
scene "scenes/separatist/Blinded01.vcd" //I am blind
scene "scenes/separatist/Blinded02.vcd" //I Cannot see
scene "scenes/separatist/Blinded03.vcd" //I am blinded
scene "scenes/separatist/Blinded04.vcd" //I can't see anything
scene "scenes/separatist/Blinded06.vcd" //I'm blind
scene "scenes/separatist/Blinded08.vcd" //Blinded
}
Rule Blindedseparatist
{
criteria TLK_Blinded Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Blindedseparatist
}

Response Clearseparatist
{
scene "scenes/separatist/Clear01.vcd" //All clear
scene "scenes/separatist/Clear02.vcd" //No one here
scene "scenes/separatist/ClearedArea03.vcd" //They are not here
}
Rule Clearseparatist
{
criteria TLK_Clear Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Clearseparatist
}

Response ClearedAreaseparatist
{
scene "scenes/separatist/ClearedArea01.vcd" //No one is here
scene "scenes/separatist/ClearedArea04.vcd" //Nothing here
scene "scenes/separatist/ClearedArea05.vcd" //This is clear
}
Rule ClearedAreaseparatist
{
criteria TLK_ClearedArea Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response ClearedAreaseparatist
}

Response CoveringFriendseparatist
{
scene "scenes/separatist/CoveringFriend01.vcd" //I have your back
scene "scenes/separatist/CoveringFriend02.vcd" //I will cover
scene "scenes/separatist/CoveringFriend03.vcd" //I am covering you
}
Rule CoveringFriendseparatist
{
criteria TLK_CoveringFriend Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response CoveringFriendseparatist
}

Response DeathCryseparatist
{
scene "scenes/separatist/t_death01.vcd" //Ahhhh!
scene "scenes/separatist/t_death02.vcd" //Ohhhmmmph
scene "scenes/separatist/t_death03.vcd" //(exhale)
scene "scenes/separatist/t_death04.vcd" //Ohhhh
}
Rule DeathCryseparatist
{
criteria TLK_DeathCry Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response DeathCryseparatist
}

Response DefendingBombsiteAseparatist
{
scene "scenes/separatist/DefendingBombsiteA01.vcd" //Watching bombsite A
scene "scenes/separatist/DefendingBombsiteA02.vcd" //Covering bombsite A
scene "scenes/separatist/DefendingBombsiteA03.vcd" //Staying at bombsite A
scene "scenes/separatist/DefendingBombsiteA04.vcd" //Guarding A
scene "scenes/separatist/DefendingBombsiteA05.vcd" //Staying at bombsite A
}
Rule DefendingBombsiteAseparatist
{
criteria TLK_DefendingBombsite Isseparatist IsTalkseparatist IsBombSiteA
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response DefendingBombsiteAseparatist
}

Response DefendingBombsiteBseparatist
{
scene "scenes/separatist/DefendingBombsiteB01.vcd" //Watching bombsite B
scene "scenes/separatist/DefendingBombsiteB02.vcd" //Covering bombsite B
scene "scenes/separatist/DefendingBombsiteB03.vcd" //Staying at bombsite B
}
Rule DefendingBombsiteBseparatist
{
criteria TLK_DefendingBombsite Isseparatist IsTalkseparatist IsBombSiteB
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response DefendingBombsiteBseparatist
}

Response Disagreeseparatist
{
scene "scenes/separatist/Disagree01.vcd" //I disagree
scene "scenes/separatist/Disagree02.vcd" //I would not agree
scene "scenes/separatist/Disagree04.vcd" //No
}
Rule Disagreeseparatist
{
criteria TLK_Disagree Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Disagreeseparatist
}

Response EnemyDownseparatist
{
scene "scenes/separatist/EnemyDown01.vcd" //He's down
scene "scenes/separatist/EnemyDown02.vcd" //I got one
scene "scenes/separatist/EnemyDown03.vcd" //Got 'em
scene "scenes/separatist/EnemyDown04.vcd" odds 2 //He shall not rise again
scene "scenes/separatist/EnemyDown05.vcd" odds 2 //That was his last
scene "scenes/separatist/EnemyDown06.vcd" //I have killed one
scene "scenes/separatist/EnemyDown07.vcd" odds 2 //We have one less enemy
}
Rule EnemyDownseparatist
{
criteria TLK_EnemyDown Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response EnemyDownseparatist
}

Response FollowingFriendseparatist
{
scene "scenes/separatist/FollowingFriend01.vcd" //You lead the way
scene "scenes/separatist/FollowingFriend03.vcd" //Go ahead, I will follow
scene "scenes/separatist/FollowingFriend04.vcd" //Lead the way
}
Rule FollowingFriendseparatist
{
criteria TLK_FollowingFriend Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response FollowingFriendseparatist
}

Response FriendlyFireseparatist
{
scene "scenes/separatist/FriendlyFire01.vcd" //Do not shoot me, do not shoot
me!
scene "scenes/separatist/FriendlyFire02.vcd" //Pay attention to what you are
doing.
scene "scenes/separatist/FriendlyFire03.vcd" //What are you doing?
scene "scenes/separatist/FriendlyFire04.vcd" //Have your senses left you?
scene "scenes/separatist/FriendlyFire05.vcd" //My friend, I am not the enemy
scene "scenes/separatist/FriendlyFire06.vcd" //Save those bullets for them
scene "scenes/separatist/FriendlyFire07.vcd" //Do not shoot me again my
friend
scene "scenes/separatist/FriendlyFire08.vcd" //Are you crazy?
}
Rule FriendlyFireseparatist
{
criteria TLK_FriendlyFire Isseparatist IsTalkseparatist IsBDamage
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response FriendlyFireseparatist
}

Response FriendlyFireNoBseparatist
{
scene "scenes/separatist/FriendlyFire02.vcd" //Pay attention to what you are
doing.
scene "scenes/separatist/FriendlyFire03.vcd" //What are you doing?
scene "scenes/separatist/FriendlyFire04.vcd" //Have your senses left you?
scene "scenes/separatist/FriendlyFire05.vcd" //My friend, I am not the enemy
scene "scenes/separatist/FriendlyFire08.vcd" //Are you crazy?
}
Rule FriendlyFireNoBseparatist
{
criteria TLK_FriendlyFire Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response FriendlyFireNoBseparatist
}

Response GoingToGuardHostageEscapeZoneseparatist
{
scene "scenes/separatist/GoingToGuardHostageEscapeZone01.vcd" //I will guard
their escape area
scene "scenes/separatist/GoingToGuardHostageEscapeZone02.vcd" //I am heading
to their escape area
scene "scenes/separatist/GoingToGuardHostageEscapeZone03.vcd" //I will
surprise them at their escape area
}
Rule GoingToGuardHostageEscapeZoneseparatist
{
criteria TLK_GoingToGuardHostageEscapeZone Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response GoingToGuardHostageEscapeZoneseparatist
}

Response GoingToGuardHostagesseparatist
{
scene "scenes/separatist/GoingToGuardHostages01.vcd" //Going to guard the
hostages
scene "scenes/separatist/GoingToGuardHostages02.vcd" //I will protect
hostages
scene "scenes/separatist/GoingToGuardHostages03.vcd" //I will stay with the
hostages
scene "scenes/separatist/GoingToGuardHostages04.vcd" //Heading to the
hostages
}
Rule GoingToGuardHostagesseparatist
{
criteria TLK_GoingToGuardHostages Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response GoingToGuardHostagesseparatist
}

Response GoingToPlantBombseparatist
{
scene "scenes/separatist/GoingToPlantBomb01.vcd" //Going to plant the bomb
scene "scenes/separatist/GoingToPlantBomb02.vcd" //I am going to plant the
bomb
scene "scenes/separatist/GoingToPlantBomb03.vcd" //I will plant the bomb
}
Rule GoingToPlantBombseparatist
{
criteria TLK_GoingToPlantBomb Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response GoingToPlantBombseparatist
}

Response GoingToPlantBombAseparatist
{
scene "scenes/separatist/GoingToPlantBombA01.vcd" //Taking the bomb to A
scene "scenes/separatist/GoingToPlantBombA02.vcd" //I am going to planet the
bomb at A
scene "scenes/separatist/GoingToPlantBombA03.vcd" //I am taking the bomb to
A
}
Rule GoingToPlantBombAseparatist
{
criteria TLK_GoingToPlantBomb Isseparatist IsTalkseparatist IsBombSiteA
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response GoingToPlantBombAseparatist
}

Response GoingToPlantBombBseparatist
{
scene "scenes/separatist/GoingToPlantBombB01.vcd" //I am going to planet the
bomb at B
scene "scenes/separatist/GoingToPlantBombB02.vcd" //Taking the bomb to B
}
Rule GoingToPlantBombBseparatist
{
criteria TLK_GoingToPlantBomb Isseparatist IsTalkseparatist IsBombSiteB
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response GoingToPlantBombBseparatist
}

Response GoingToPlantBombCseparatist
{
scene "scenes/separatist/GoingToPlantBombC01.vcd" //I am going to planet the
bomb at C
scene "scenes/separatist/GoingToPlantBombC02.vcd" //I am taking the bomb to
C
scene "scenes/separatist/GoingToPlantBombC03.vcd" //Taking the bomb to C
}
Rule GoingToPlantBombCseparatist
{
criteria TLK_GoingToPlantBomb Isseparatist IsTalkseparatist IsBombSiteC
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response GoingToPlantBombCseparatist
}

Response GuardingHostageEscapeZoneseparatist
{
scene "scenes/separatist/GuardingHostageEscapeZone02.vcd" //I am blocking
their escape
scene "scenes/separatist/GuardingHostageEscapeZone03.vcd" //I will guard
against their escape
}
Rule GuardingHostageEscapeZoneseparatist
{
criteria TLK_GuardingHostageEscapeZone Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response GuardingHostageEscapeZoneseparatist
}

Response GuardingHostagesseparatist
{
scene "scenes/separatist/GuardingHostages01.vcd" //I am at the hostages
scene "scenes/separatist/GuardingHostages02.vcd" //I am with the hostages
scene "scenes/separatist/GuardingHostages03.vcd" //I am staying with the
hostages
scene "scenes/separatist/GuardingHostages04.vcd" //The hostages are with me
scene "scenes/separatist/GuardingHostages05.vcd" //The hostages will be safe
with me
}
Rule GuardingHostagesseparatist
{
criteria TLK_GuardingHostages Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response GuardingHostagesseparatist
}

Response HeardNoiseseparatist
{
scene "scenes/separatist/HeardNoise01.vcd" //Did you hear that?
scene "scenes/separatist/HeardNoise02.vcd" //What was that noise?
scene "scenes/separatist/HeardNoise03.vcd" //I think I heard something
}
Rule HeardNoiseseparatist
{
criteria TLK_HeardNoise Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response HeardNoiseseparatist
}

Response helpseparatist
{
scene "scenes/separatist/help01.vcd" //I need help here
scene "scenes/separatist/help02.vcd" //ahhh... I need help here
scene "scenes/separatist/help03.vcd" //I have enemies to share
scene "scenes/separatist/help04.vcd" //I regret I need help
}
Rule helpseparatist
{
criteria TLK_help Isseparatist
ApplyContext "Talkseparatist:1:1,SaidHelpseparatist:1:3"
applycontexttoworld
Response helpseparatist
}

Response HostageDownseparatist
{
scene "scenes/separatist/HostageDown01.vcd" //A hostage is dead
scene "scenes/separatist/HostageDown02.vcd" //We are losing hostages
scene "scenes/separatist/HostageDown03.vcd" //Who is shooting the hostages?
scene "scenes/separatist/HostageDown04.vcd" //We cannot lose the hostages
}
Rule HostageDownseparatist
{
criteria TLK_HostageDown Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response HostageDownseparatist
}
Response HostagesBeingTakenseparatist
{
scene "scenes/separatist/HostagesBeingTaken01.vcd" //They are taking our
hostages!
scene "scenes/separatist/HostagesBeingTaken02.vcd" //They are grabbing our
hostages!
}
Rule HostagesBeingTakenseparatist
{
criteria TLK_HostagesBeingTaken Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response HostagesBeingTakenseparatist
}

Response HostagesTakenseparatist
{
scene "scenes/separatist/HostagesTaken01.vcd" //They have our hostages
scene "scenes/separatist/HostagesTaken02.vcd" //We must stop them and the
hostages
scene "scenes/separatist/HostagesTaken03.vcd" //They have taken our hostages
}
Rule HostagesTakenseparatist
{
criteria TLK_HostagesTaken Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response HostagesTakenseparatist
}

Response InCombatseparatist
{
scene "scenes/separatist/InCombat01.vcd" //I will kill you
scene "scenes/separatist/InCombat02.vcd" //Attacking
scene "scenes/separatist/InCombat03.vcd" //I am attacking
scene "scenes/separatist/InCombat04.vcd" //I am returning fire
scene "scenes/separatist/InCombat05.vcd" //I am making this right
}
Rule InCombatseparatist
{
criteria TLK_InCombat Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response InCombatseparatist
}

Response KilledFriendseparatist
{
scene "scenes/separatist/KilledFriend01.vcd" //What is going on?
scene "scenes/separatist/KilledFriend02.vcd" //What is inside that head of
yours?
scene "scenes/separatist/KilledFriend03.vcd" //Stop we are too few already
}
Rule KilledFriendseparatist
{
criteria TLK_KilledFriend Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response KilledFriendseparatist
}

Response KilledMyEnemyseparatist
{
scene "scenes/separatist/EnemyDown01.vcd" //He's down
scene "scenes/separatist/EnemyDown01.vcd" //He's down
scene "scenes/separatist/EnemyDown03.vcd" //Got 'em
scene "scenes/separatist/EnemyDown05.vcd" //That was his last
}
Rule KilledMyEnemyseparatist
{
criteria TLK_KilledMyEnemy Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response KilledMyEnemyseparatist
}

Response LastManStandingseparatist
{
scene "scenes/separatist/LastManStanding01.vcd" odds 10 //As long as one of
us survives we all are victorious
scene "scenes/separatist/LastManStanding02.vcd" //You dogs couldn't kill me
scene "scenes/separatist/LastManStanding03.vcd" //I have triumphed
scene "scenes/separatist/LastManStanding04.vcd" //I will live on
scene "scenes/separatist/LastManStanding05.vcd" //You will never kill me
scene "scenes/separatist/LastManStanding06.vcd" //I am still alive
}
Rule LastManStandingseparatist
{
criteria TLK_LastManStanding Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response LastManStandingseparatist
}

Response LostEnemyseparatist
{
scene "scenes/separatist/LostEnemy01.vcd" //I have lost them
scene "scenes/separatist/LostEnemy02.vcd" //They have gotten away
scene "scenes/separatist/LostEnemy03.vcd" //I do not see them anymore
}
Rule LostEnemyseparatist
{
criteria TLK_LostEnemy Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response LostEnemyseparatist
}

Response Map_BackAlleyseparatist
{
scene "scenes/separatist/tmap_de_inferno09.vcd" //Back Alley
scene "scenes/separatist/tmap_de_inferno10.vcd" //At the back Alley
}
Rule Map_BackAlleyseparatist
{
criteria TLK_Map_BackAlley Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Map_BackAlleyseparatist
}

Response Map_Bridgeseparatist
{
scene "scenes/separatist/tmap_de_inferno17.vcd" //Bridge
scene "scenes/separatist/tmap_de_inferno18.vcd" //By the bridge
scene "scenes/separatist/tmap_de_inferno19.vcd" //At the bridge
}
Rule Map_Bridgeseparatist
{
criteria TLK_Map_Bridge Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Map_Bridgeseparatist
}

Response Map_CTSpawnseparatist
{
scene "scenes/separatist/tmap_cs_italy08.vcd" //I am at their entry point.
scene "scenes/separatist/tmap_cs_italy09.vcd" //I am checking their entry
point
scene "scenes/separatist/tmap_cs_italy10.vcd" //At their entry point
scene "scenes/separatist/tmap_cs_italy24.vcd" //I am at their insertion
Point
scene "scenes/separatist/tmap_cs_italy25.vcd" //I have discovered their
entry point
}
Rule Map_CTSpawnseparatist
{
criteria TLK_Map_CTSpawn Isseparatist IsTalkseparatist IsNotar_shoots
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Map_CTSpawnseparatist
}

Response Map_Middleseparatist
{
scene "scenes/separatist/tmap_cs_italy35.vcd" //Middle
scene "scenes/separatist/tmap_cs_italy36.vcd" //At the Middle
scene "scenes/separatist/tmap_cs_italy37.vcd" //I am in the Middle
}
Rule Map_Middleseparatist
{
criteria TLK_Map_Middle Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Map_Middleseparatist
}

Response Map_TopofMidseparatist
{
scene "scenes/separatist/tmap_de_inferno32.vcd" //Top of Mid
scene "scenes/separatist/tmap_de_inferno33.vcd" //I am at the top of mid
scene "scenes/separatist/tmap_de_inferno34.vcd" //Going top of mid
}
Rule Map_TopofMidseparatist
{
criteria TLK_Map_TopofMid Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Map_TopofMidseparatist
}

Response Map_TSpawnseparatist
{
scene "scenes/separatist/tmap_de_inferno46.vcd" //At our start point
scene "scenes/separatist/tmap_de_inferno47.vcd" //I am back where we started
scene "scenes/separatist/tmap_de_inferno48.vcd" //At the start point
}
Rule Map_TSpawnseparatist
{
criteria TLK_Map_TSpawn Isseparatist IsTalkseparatist IsNotar_shoots
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Map_TSpawnseparatist
}

Response Negativeseparatist
{
scene "scenes/separatist/Negative01.vcd" //Negative
scene "scenes/separatist/Negative02.vcd" //No my friend
scene "scenes/separatist/Negative03.vcd" //No
scene "scenes/separatist/Negative04.vcd" //Uh uh
}
Rule Negativeseparatist
{
criteria TLK_Negative Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Negativeseparatist
}

Response NiceShotseparatist
{
scene "scenes/separatist/NiceShot01.vcd" //Very good shot
scene "scenes/separatist/NiceShot02.vcd" //Very good shooting
scene "scenes/separatist/NiceShot03.vcd" //Very good
scene "scenes/separatist/NiceShot04.vcd" //Very nice
scene "scenes/separatist/NiceShot05.vcd" //That was very nice
scene "scenes/separatist/NiceShot06.vcd" //Nice shot
scene "scenes/separatist/NiceShot07.vcd" //Nice shot my friend
scene "scenes/separatist/NiceShot08.vcd" //You got him
scene "scenes/separatist/NiceShot09.vcd" //You have done well
scene "scenes/separatist/NiceShot10.vcd" odds 3 //Your gun will bring us
victory
scene "scenes/separatist/NiceShot11.vcd" odds 3 //One less enemy thanks to
you
}
Rule NiceShotseparatist
{
criteria TLK_NiceShot Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response NiceShotseparatist
}

Response OnARollBragseparatist
{
scene "scenes/separatist/OnARollBrag01.vcd" //Yes!
scene "scenes/separatist/OnARollBrag02.vcd" //Yes my friends, YES!
scene "scenes/separatist/OnARollBrag03.vcd" //The world is ours
scene "scenes/separatist/OnARollBrag04.vcd" //Our enemies tremble!
scene "scenes/separatist/OnARollBrag05.vcd" //Our guns shall bring us
victory!
scene "scenes/separatist/OnARollBrag06.vcd" //We shall overcome!
scene "scenes/separatist/OnARollBrag07.vcd" //Woooo!
scene "scenes/separatist/OnARollBrag08.vcd" //Yes! Yes! Yes!
scene "scenes/separatist/OnARollBrag09.vcd" //Victory is ours!
}
Rule OnARollBragseparatist
{
criteria TLK_OnARollBrag Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response OnARollBragseparatist
}

Response OneEnemyLeftseparatist
{
scene "scenes/separatist/OneEnemyLeft01.vcd" //Only 1 man left
scene "scenes/separatist/OneEnemyLeft02.vcd" //We got one guy trying to stop
us
scene "scenes/separatist/OneEnemyLeft03.vcd" //Only one left
scene "scenes/separatist/OneEnemyLeft04.vcd" //1 man left
scene "scenes/separatist/OneEnemyLeft05.vcd" //Only 1 man left
scene "scenes/separatist/OneEnemyLeft06.vcd" //Only one dog still opposes us
scene "scenes/separatist/OneEnemyLeft08.vcd" //Only one man between us and
victory
scene "scenes/separatist/OneEnemyLeft09.vcd" //There is only one left
}
Rule OneEnemyLeftseparatist
{
criteria TLK_OneEnemyLeft Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response OneEnemyLeftseparatist
}

Response OnMyWayseparatist
{
scene "scenes/separatist/OnMyWay01.vcd" //I am on my way
scene "scenes/separatist/OnMyWay02.vcd" //On my way
scene "scenes/separatist/OnMyWay04.vcd" //Heading that way
}
Rule OnMyWayseparatist
{
criteria TLK_OnMyWay Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response OnMyWayseparatist
}

Response PepTalkScaredseparatist
{
scene "scenes/separatist/PepTalk01.vcd" //We can do this
scene "scenes/separatist/PepTalk03.vcd" //If I have to, I will do this
myself
scene "scenes/separatist/PepTalk04.vcd" //Do not worry, we are still strong
scene "scenes/separatist/radio.letsgo06.vcd" //Come on, come on, let's go
scene "scenes/separatist/radio.letsgo11.vcd" //Let's go! Let's go!
}
Rule PepTalkScaredseparatist
{
criteria TLK_ScaredEmote Isseparatist IsEarlyInRound IsTalkseparatist
NotSaidPepTalkScaredseparatist
ApplyContext "Talkseparatist:1:1,SaidPepTalkScaredseparatist:1:15"
applycontexttoworld
Response PepTalkScaredseparatist
}

Response PinnedDownseparatist
{
scene "scenes/separatist/PinnedDown01.vcd" //I am under fire
scene "scenes/separatist/PinnedDown02.vcd" //They are trying to pin me
scene "scenes/separatist/PinnedDown03.vcd" //They think they have me pinned
}
Rule PinnedDownseparatist
{
criteria TLK_PinnedDown Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response PinnedDownseparatist
}

Response PlantingBombseparatist
{
scene "scenes/separatist/PlantingBomb01.vcd" //Planting
scene "scenes/separatist/PlantingBomb02.vcd" //I am planting the bomb
scene "scenes/separatist/PlantingBomb05.vcd" //I am setting the bomb
}
Rule PlantingBombseparatist
{
criteria TLK_PlantingBomb Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1,SaidBombPlant:1:20"
applycontexttoworld
Response PlantingBombseparatist
}

Response PreventEscapeBragseparatist
{
scene "scenes/separatist/PreventEscapeBrag01.vcd" //I told you these are our
hostages
scene "scenes/separatist/PreventEscapeBrag03.vcd" //Come back with me my
little friends
scene "scenes/separatist/PreventEscapeBrag05.vcd" //These men are ours
}
Rule PreventEscapeBragseparatist
{
criteria TLK_PreventEscapeBrag Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response PreventEscapeBragseparatist
}

Response Radio.Affirmitiveseparatist
{
scene "scenes/separatist/Affirmative01.vcd" //Yes
scene "scenes/separatist/Affirmative02.vcd" //Affirmative
scene "scenes/separatist/Affirmative03.vcd" //Correct
}
Rule Radio.Affirmitiveseparatist
{
criteria TLK_Radio.Affirmitive Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Radio.Affirmitiveseparatist
}

Response Radio.Cheerseparatist
{
scene "scenes/separatist/OnARollBrag01.vcd" //Yes!
scene "scenes/separatist/OnARollBrag02.vcd" //Yes my friends, YES!
scene "scenes/separatist/OnARollBrag03.vcd" //The world is ours
scene "scenes/separatist/OnARollBrag04.vcd" //Our enemies tremble!
scene "scenes/separatist/OnARollBrag05.vcd" //Our guns shall bring us
victory!
scene "scenes/separatist/OnARollBrag06.vcd" //We shall overcome!
scene "scenes/separatist/OnARollBrag07.vcd" //Woooo!
scene "scenes/separatist/OnARollBrag08.vcd" //Yes! Yes! Yes!
scene "scenes/separatist/OnARollBrag09.vcd" //Victory is ours!
scene "scenes/separatist/PreventEscapeBrag01.vcd" //I told you these are our
hostages
scene "scenes/separatist/PreventEscapeBrag03.vcd" //Come back with me my
little friends
scene "scenes/separatist/PreventEscapeBrag05.vcd" //These men are ours
}
Rule Radio.Cheerseparatist
{
criteria TLK_Radio.Cheer Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Radio.Cheerseparatist
}

Response Radio.Complimentseparatist
{
scene "scenes/separatist/OnARollBrag01.vcd" //Yes!
scene "scenes/separatist/OnARollBrag02.vcd" //Yes my friends, YES!
scene "scenes/separatist/OnARollBrag03.vcd" //The world is ours
scene "scenes/separatist/OnARollBrag04.vcd" //Our enemies tremble!
scene "scenes/separatist/OnARollBrag05.vcd" //Our guns shall bring us
victory!
scene "scenes/separatist/OnARollBrag06.vcd" //We shall overcome!
scene "scenes/separatist/OnARollBrag07.vcd" //Woooo!
scene "scenes/separatist/OnARollBrag08.vcd" //Yes! Yes! Yes!
scene "scenes/separatist/OnARollBrag09.vcd" //Victory is ours!
}
Rule Radio.Complimentseparatist
{
criteria TLK_Radio.Compliment Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Radio.Complimentseparatist
}
Response Radio.CoverMeseparatist
{
scene "scenes/separatist/CoverMe01.vcd" //Cover me
scene "scenes/separatist/CoverMe02.vcd" //Watch my back
scene "scenes/separatist/CoverMe03.vcd" //Hold, cover me
}
Rule Radio.CoverMeseparatist
{
criteria TLK_Radio.CoverMe Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Radio.CoverMeseparatist
}

Response Radio.Decoyseparatist
{
scene "scenes/separatist/t_decoy01.vcd" //Decoy!
scene "scenes/separatist/t_decoy02.vcd" //Decoy's out
scene "scenes/separatist/t_decoy03.vcd" //Throwing a decoy
}
Rule Radio.Decoyseparatist
{
criteria TLK_Radio.Decoy Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Radio.Decoyseparatist
}

Response Radio.EnemyDownseparatist
{
scene "scenes/separatist/EnemyDown01.vcd" //He's down
scene "scenes/separatist/EnemyDown03.vcd" //Got 'em
scene "scenes/separatist/EnemyDown07.vcd" odds 3 //We have one less enemy
}
Rule Radio.EnemyDownseparatist
{
criteria TLK_Radio.EnemyDown Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Radio.EnemyDownseparatist
}

Response Radio.EnemySpottedseparatist
{
scene "scenes/separatist/Radio.EnemySpotted01.vcd" //There is one
scene "scenes/separatist/Radio.EnemySpotted02.vcd" //I see them
scene "scenes/separatist/Radio.EnemySpotted03.vcd" //I can see them
scene "scenes/separatist/Radio.EnemySpotted04.vcd" //There they are
scene "scenes/separatist/Radio.EnemySpotted05.vcd" //I see our enemy
}
Rule Radio.EnemySpottedseparatist
{
criteria TLK_Radio.EnemySpotted Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Radio.EnemySpottedseparatist
}
Response Radio.FireInTheHoleseparatist
{
scene "scenes/separatist/t_grenade01.vcd" //Grenade!
scene "scenes/separatist/t_grenade02.vcd" //I am throwing a grenade.
scene "scenes/separatist/t_grenade03.vcd" //Grenade out!
scene "scenes/separatist/t_grenade04.vcd" //Grenade!
}
Rule Radio.FireInTheHoleseparatist
{
criteria TLK_Radio.FireInTheHole Isseparatist IsTalkseparatist IsNottraining1
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Radio.FireInTheHoleseparatist
}

Response Radio.Flashbangseparatist
{
scene "scenes/separatist/t_flashbang01.vcd" //Flashbang
scene "scenes/separatist/t_flashbang02.vcd" //Throwing a Flashbang
scene "scenes/separatist/t_flashbang03.vcd" //I am throwing a Flashbang
}
Rule Radio.Flashbangseparatist
{
criteria TLK_Radio.Flashbang Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Radio.Flashbangseparatist
}

Response Radio.FollowMeseparatist
{
scene "scenes/separatist/Radio.FollowMe01.vcd" //Follow me
scene "scenes/separatist/Radio.FollowMe02.vcd" //This way
scene "scenes/separatist/Radio.FollowMe03.vcd" //Let us go this way
scene "scenes/separatist/Radio.FollowMe04.vcd" //Follow me my friend
}
Rule Radio.FollowMeseparatist
{
criteria TLK_Radio.FollowMe Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Radio.FollowMeseparatist
}

Response Radio.GetInPositionseparatist
{
scene "scenes/separatist/Thanks01.vcd" //Thank you my friend
scene "scenes/separatist/Thanks02.vcd" //With much thanks
scene "scenes/separatist/Thanks03.vcd" //Thank you
}
Rule Radio.GetInPositionseparatist
{
criteria TLK_Radio.GetInPosition Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Radio.GetInPositionseparatist
}

Response Radio.GetOutOfThereseparatist
{
scene "scenes/separatist/BombTickingDown01.vcd" //It is going to explode
scene "scenes/separatist/BombTickingDown02.vcd" //We are going to do this
scene "scenes/separatist/BombTickingDown03.vcd" //They can't stop the bomb
now!
scene "scenes/separatist/BombTickingDown04.vcd" //Get ready! Get Ready!
}
Rule Radio.GetOutOfThereseparatist
{
criteria TLK_Radio.GetOutOfThere Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Radio.GetOutOfThereseparatist
}

Response Radio.GoGoGoseparatist
{
scene "scenes/separatist/radio.letsgo01.vcd" //Go go go!
scene "scenes/separatist/radio.letsgo02.vcd" //Let's go!
scene "scenes/separatist/radio.letsgo03.vcd" //Move it! Move it!
scene "scenes/separatist/radio.letsgo04.vcd" //Forward
scene "scenes/separatist/radio.letsgo05.vcd" //Let's go my friends
scene "scenes/separatist/radio.letsgo06.vcd" //Come on, come on, let's go
}
Rule Radio.GoGoGoseparatist
{
criteria TLK_Radio.GoGoGo Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Radio.GoGoGoseparatist
}

Response Radio.HoldPositionseparatist
{
scene "scenes/separatist/RadioBotHold01.vcd" //Hold here
scene "scenes/separatist/RadioBotHold02.vcd" //Cover this area
scene "scenes/separatist/RadioBotHold03.vcd" //Guard this area
}
Rule Radio.HoldPositionseparatist
{
criteria TLK_Radio.HoldPosition Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Radio.HoldPositionseparatist
}

Response Radio.InPositionseparatist
{
scene "scenes/separatist/InPosition01.vcd" //I am in position
scene "scenes/separatist/InPosition01.vcd" //I am in position
scene "scenes/separatist/InPosition02.vcd" //I am ready
scene "scenes/separatist/InPosition02.vcd" //I am ready
scene "scenes/separatist/InPosition03.vcd" //I am prepared
scene "scenes/separatist/InPosition03.vcd" //I am prepared
}
Rule Radio.InPositionseparatist
{
criteria TLK_Radio.InPosition Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Radio.InPositionseparatist
}

Response radio.letsgoseparatist
{
scene "scenes/separatist/radio.letsgo01.vcd" //Go go go!
scene "scenes/separatist/radio.letsgo02.vcd" //Let's go!
scene "scenes/separatist/radio.letsgo03.vcd" //Move it! Move it!
scene "scenes/separatist/radio.letsgo04.vcd" //Forward
scene "scenes/separatist/radio.letsgo05.vcd" //Let's go my friends
scene "scenes/separatist/radio.letsgo06.vcd" //Come on, come on, let's go
scene "scenes/separatist/radio.letsgo08.vcd" odds 3 //To victory
scene "scenes/separatist/radio.letsgo09.vcd" //Let's go!
scene "scenes/separatist/radio.letsgo10.vcd" //We must move
scene "scenes/separatist/radio.letsgo11.vcd" //Let's go! Let's go!
scene "scenes/separatist/radio.letsgo12.vcd" //Move my friends
}
Rule radio.letsgoseparatist
{
criteria TLK_radio.letsgo Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response radio.letsgoseparatist
}

Response radio.locknloadseparatist
{
scene "scenes/separatist/ChickenHate01.vcd" odds 2 then Self
radiorocknloadchicken1 foo:0 -1.733 //I hate these chickens
scene "scenes/separatist/ChickenHate04.vcd" odds 2 //Beware, the birds will
give you away
scene "scenes/separatist/radio.letsgo09.vcd" //Let's go!
scene "scenes/separatist/radio.letsgo09.vcd" //Let's go!
scene "scenes/separatist/radio.letsgo10.vcd" //We must move
scene "scenes/separatist/radio.letsgo10.vcd" //We must move
scene "scenes/separatist/radio.letsgo11.vcd" //Let's go! Let's go!
scene "scenes/separatist/radio.letsgo11.vcd" //Let's go! Let's go!
scene "scenes/separatist/radio.locknload01.vcd" odds 5 //So that we may be
free
scene "scenes/separatist/radio.locknload02.vcd" odds 2 //To Victory
scene "scenes/separatist/radio.locknload03.vcd" //Be safe my friends
scene "scenes/separatist/radio.locknload04.vcd" //Let us be quick
scene "scenes/separatist/radio.locknload05.vcd" //Let us go
scene "scenes/separatist/radio.locknload06.vcd" //Let's teach these dogs a
lesson
scene "scenes/separatist/radio.locknload07.vcd" //May we be safe from evil
scene "scenes/separatist/radio.locknload10.vcd" //They shall regret this day
}
Rule radio.locknloadseparatist
{
criteria TLK_radio.locknload Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response radio.locknloadseparatist
}

Response Radio.Molotovseparatist
{
scene "scenes/separatist/t_molotov01.vcd" //Molotov!
scene "scenes/separatist/t_molotov02.vcd" //Throwing fire.
scene "scenes/separatist/t_molotov04.vcd" odds 3 //Fear my fire
scene "scenes/separatist/t_molotov05.vcd" //Fire!
}
Rule Radio.Molotovseparatist
{
criteria TLK_Radio.Molotov Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Radio.Molotovseparatist
}

Response Radio.NeedBackupseparatist
{
scene "scenes/separatist/Radio.NeedBackup01.vcd" //They are shooting at me
scene "scenes/separatist/Radio.NeedBackup02.vcd" //They think they can kill
me
scene "scenes/separatist/Radio.NeedBackup03.vcd" //I could use more guns
here
}
Rule Radio.NeedBackupseparatist
{
criteria TLK_Radio.NeedBackup Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Radio.NeedBackupseparatist
}

Response Radio.Negativeseparatist
{
scene "scenes/separatist/Negative01.vcd" //Negative
scene "scenes/separatist/Negative02.vcd" //No my friend
scene "scenes/separatist/Negative03.vcd" //No
scene "scenes/separatist/Negative04.vcd" //Uh uh
}
Rule Radio.Negativeseparatist
{
criteria TLK_Radio.Negative Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Radio.Negativeseparatist
}

Response Radio.Regroupseparatist
{
scene "scenes/separatist/RadioBotRegroup01.vcd" //Stick together
scene "scenes/separatist/RadioBotRegroup02.vcd" //Let us stay together
scene "scenes/separatist/RadioBotRegroup03.vcd" //Let us regroup
}
Rule Radio.Regroupseparatist
{
criteria TLK_Radio.Regroup Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Radio.Regroupseparatist
}

Response Radio.ReportingInseparatist
{
scene "scenes/separatist/ReportingIn01.vcd" //I am here my friend
scene "scenes/separatist/ReportingIn02.vcd" //Here
scene "scenes/separatist/ReportingIn03.vcd" //Yes?
}
Rule Radio.ReportingInseparatist
{
criteria TLK_Radio.ReportingIn Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Radio.ReportingInseparatist
}

Response Radio.ReportInTeamseparatist
{
scene "scenes/separatist/RequestReport01.vcd" //What is happening?
scene "scenes/separatist/RequestReport02.vcd" //What do you see?
scene "scenes/separatist/RequestReport03.vcd" //Check in
}
Rule Radio.ReportInTeamseparatist
{
criteria TLK_Radio.ReportInTeam Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Radio.ReportInTeamseparatist
}

Response Radio.Rogerseparatist
{
scene "scenes/separatist/Affirmative01.vcd" //Yes
scene "scenes/separatist/Agree01.vcd" //Agreed
scene "scenes/separatist/Agree02.vcd" //I agree
scene "scenes/separatist/Agree03.vcd" //Yes, agreed
}
Rule Radio.Rogerseparatist
{
criteria TLK_Radio.Roger Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Radio.Rogerseparatist
}

Response Radio.SectorClearseparatist
{
scene "scenes/separatist/ClearedArea01.vcd" //No one is here
scene "scenes/separatist/ClearedArea02.vcd" //This is empty
scene "scenes/separatist/ClearedArea04.vcd" //Nothing here
}
Rule Radio.SectorClearseparatist
{
criteria TLK_Radio.SectorClear Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Radio.SectorClearseparatist
}

Response Radio.Smokeseparatist
{
scene "scenes/separatist/t_smoke01.vcd" //I am throwing smoke.
scene "scenes/separatist/t_smoke02.vcd" //Smoke!
scene "scenes/separatist/t_smoke03.vcd" //Throwing smoke.
}
Rule Radio.Smokeseparatist
{
criteria TLK_Radio.Smoke Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Radio.Smokeseparatist
}

Response Radio.StickTogetherseparatist
{
scene "scenes/separatist/RadioBotRegroup01.vcd" //Stick together
}
Rule Radio.StickTogetherseparatist
{
criteria TLK_Radio.StickTogether Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Radio.StickTogetherseparatist
}

Response radio.takingfireseparatist
{
scene "scenes/separatist/Radio.TakingFire01.vcd" //I am under fire
scene "scenes/separatist/Radio.TakingFire02.vcd" //I have found them!
scene "scenes/separatist/Radio.TakingFire03.vcd" //They are shooting their
guns at me
scene "scenes/separatist/Radio.TakingFire04.vcd" //Foolish men are shooting
at me
scene "scenes/separatist/Radio.TakingFire05.vcd" //The pigs are shooting at
me
scene "scenes/separatist/Radio.TakingFire06.vcd" //They are trying to kill
me
scene "scenes/separatist/Radio.TakingFire07.vcd" //They think they can kill
me
}
Rule radio.takingfireseparatist
{
criteria TLK_radio.takingfire Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response radio.takingfireseparatist
}

Response Radio.TeamFallBackseparatist
{
scene "scenes/separatist/RadioBotFallBack01.vcd" //Get back!
scene "scenes/separatist/RadioBotFallBack02.vcd" //Back! Back!
scene "scenes/separatist/RadioBotFallBack05.vcd" //Get back!
}
Rule Radio.TeamFallBackseparatist
{
criteria TLK_Radio.TeamFallBack Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Radio.TeamFallBackseparatist
}
Response Radio.Thanksseparatist
{
scene "scenes/separatist/Thanks01.vcd" //Thank you my friend
scene "scenes/separatist/Thanks02.vcd" //With much thanks
scene "scenes/separatist/Thanks03.vcd" //Thank you
}
Rule Radio.Thanksseparatist
{
criteria TLK_Radio.Thanks Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Radio.Thanksseparatist
}

Response Radio.YouTakeThePointseparatist
{
scene "scenes/separatist/FollowingFriend01.vcd" //You lead the way
scene "scenes/separatist/FollowingFriend04.vcd" //Lead the way
}
Rule Radio.YouTakeThePointseparatist
{
criteria TLK_Radio.YouTakeThePoint Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Radio.YouTakeThePointseparatist
}

Response radiorocknloadchicken1separatist
{
scene "scenes/separatist/ChickenHate02.vcd" then Self radiorocknloadchicken2
foo:0 -1.653 //Scrawny little birds
}
Rule radiorocknloadchicken1separatist
{
criteria TLK_radiorocknloadchicken1 Isseparatist IsTalkseparatist
Response radiorocknloadchicken1separatist
}

Response radiorocknloadchicken2separatist
{
scene "scenes/separatist/ChickenHate03.vcd" //Just feathers and bones
}
Rule radiorocknloadchicken2separatist
{
criteria TLK_radiorocknloadchicken2 Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response radiorocknloadchicken2separatist
}

Response ReportingInseparatist
{
scene "scenes/separatist/ReportingIn01.vcd" //I am here my friend
scene "scenes/separatist/ReportingIn02.vcd" //Here
scene "scenes/separatist/ReportingIn03.vcd" //Yes?
}
Rule ReportingInseparatist
{
criteria TLK_ReportingIn Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response ReportingInseparatist
}

Response RequestReportseparatist
{
scene "scenes/separatist/RadioBotQuery01.vcd" //Has anyone seen them?
scene "scenes/separatist/RadioBotQuery04.vcd" //Where are they?
scene "scenes/separatist/RadioBotQuery05.vcd" //They must be here somewhere
scene "scenes/separatist/RequestReport03.vcd" //Check in
}
Rule RequestReportseparatist
{
criteria TLK_RequestReport Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response RequestReportseparatist
}

Response ScaredEmoteseparatist
{
scene "scenes/separatist/PinnedDown01.vcd" //I am under fire
scene "scenes/separatist/ScaredEmote01.vcd" //They think they can scare me
scene "scenes/separatist/ScaredEmote02.vcd" //We are not done yet
scene "scenes/separatist/ScaredEmote03.vcd" //This was not the plan but we
will succeed
scene "scenes/separatist/ScaredEmote04.vcd" //Victory is still ours to be
had
scene "scenes/separatist/radio.letsgo06.vcd" //Come on, come on, let's go
}
Rule ScaredEmoteseparatist
{
criteria TLK_ScaredEmote Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response ScaredEmoteseparatist
}

Response SniperKilledseparatist
{
scene "scenes/separatist/SniperKilled01.vcd" //Sniper is down
scene "scenes/separatist/SniperKilled02.vcd" //I have gotten the sniper
scene "scenes/separatist/SniperKilled03.vcd" //Sniper is no more
scene "scenes/separatist/SniperKilled04.vcd" odds 2 //I have taught our
sniper friend a lesson
}
Rule SniperKilledseparatist
{
criteria TLK_SniperKilled Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response SniperKilledseparatist
}

Response SniperWarningseparatist
{
scene "scenes/separatist/SniperWarning01.vcd" //Sniper!
scene "scenes/separatist/SniperWarning02.vcd" //Watch out, sniper!
scene "scenes/separatist/SniperWarning05.vcd" //Sniper!
}
Rule SniperWarningseparatist
{
criteria TLK_SniperWarning Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response SniperWarningseparatist
}

Response SpottedLooseBombseparatist
{
scene "scenes/separatist/SpottedLooseBomb01.vcd" //The bomb is on the ground
scene "scenes/separatist/SpottedLooseBomb02.vcd" //We need that bomb
scene "scenes/separatist/SpottedLooseBomb03.vcd" //Someone must recover the
bomb
scene "scenes/separatist/SpottedLooseBomb04.vcd" //We have dropped the bomb
scene "scenes/separatist/SpottedLooseBomb05.vcd" //We lost the bomb
scene "scenes/separatist/SpottedLooseBomb06.vcd" //We have dropped the bomb
scene "scenes/separatist/SpottedLooseBomb07.vcd" //Let us get the bomb
}
Rule SpottedLooseBombseparatist
{
criteria TLK_SpottedLooseBomb Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response SpottedLooseBombseparatist
}

Response ThreeEnemiesLeftseparatist
{
scene "scenes/separatist/ThreeEnemiesLeft01.vcd" //3 left
scene "scenes/separatist/ThreeEnemiesLeft02.vcd" //That makes 3 left
scene "scenes/separatist/ThreeEnemiesLeft03.vcd" //That makes 3
scene "scenes/separatist/ThreeEnemiesLeft04.vcd" //3 men left
scene "scenes/separatist/ThreeEnemiesLeft05.vcd" //3 dogs left
scene "scenes/separatist/ThreeEnemiesLeft07.vcd" //Three more
}
Rule ThreeEnemiesLeftseparatist
{
criteria TLK_ThreeEnemiesLeft Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response ThreeEnemiesLeftseparatist
}

Response TwoEnemiesLeftseparatist
{
scene "scenes/separatist/TwoEnemiesLeft01.vcd" //That makes 2 left
scene "scenes/separatist/TwoEnemiesLeft02.vcd" //They are down to two
scene "scenes/separatist/TwoEnemiesLeft03.vcd" //Only 2 men left
scene "scenes/separatist/TwoEnemiesLeft04.vcd" //That makes 2 left
scene "scenes/separatist/TwoEnemiesLeft05.vcd" //That makes 2
scene "scenes/separatist/TwoEnemiesLeft06.vcd" //2 men left
}
Rule TwoEnemiesLeftseparatist
{
criteria TLK_TwoEnemiesLeft Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response TwoEnemiesLeftseparatist
}

Response WaitingHereseparatist
{
scene "scenes/separatist/WaitingHere01.vcd" //I am waiting here
scene "scenes/separatist/WaitingHere02.vcd" //I will wait here
scene "scenes/separatist/WaitingHere03.vcd" //I shall stay here
}
Rule WaitingHereseparatist
{
criteria TLK_WaitingHere Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response WaitingHereseparatist
}

Response WonRoundseparatist
{
scene "scenes/separatist/RadioBotEndSolid01.vcd" //We have defeated the
enemy
scene "scenes/separatist/RadioBotEndSolid02.vcd" //Our will brought us
victory
scene "scenes/separatist/RadioBotEndSolid03.vcd" //Remember this day my
friends
scene "scenes/separatist/RadioBotEndSolid04.vcd" //They will remember this
day
scene "scenes/separatist/RadioBotEndSolid05.vcd" //It is over
}
Rule WonRoundseparatist
{
criteria TLK_WonRound Isseparatist IsTalkseparatist NotSaidRoundEndseparatist
ApplyContext "Talkseparatist:1:1,SaidRoundEndseparatist:1:10"
applycontexttoworld
Response WonRoundseparatist
}

Response WonRoundCleanseparatist
{
scene "scenes/separatist/RadioBotEndClean01.vcd" //We did that simply
scene "scenes/separatist/RadioBotEndClean02.vcd" //We all survived my
friends
scene "scenes/separatist/RadioBotEndClean04.vcd" //We shall sleep well
tonight
scene "scenes/separatist/RadioBotEndClean06.vcd" //Victory is ours
}
Rule WonRoundCleanseparatist
{
criteria TLK_WonRoundClean Isseparatist IsAllAlive IsTalkseparatist
ApplyContext "Talkseparatist:1:1,SaidRoundEndseparatist:1:10"
applycontexttoworld
Response WonRoundCleanseparatist
}

Response WonRoundQuicklyseparatist
{
scene "scenes/separatist/RadioBotEndClean01.vcd" //We did that simply
scene "scenes/separatist/RadioBotEndClean03.vcd" //That was almost too easy
my friends
scene "scenes/separatist/RadioBotEndClean04.vcd" //We shall sleep well
tonight
scene "scenes/separatist/RadioBotEndClean05.vcd" //Today was our day
scene "scenes/separatist/RadioBotEndClean06.vcd" //Victory is ours
}
Rule WonRoundQuicklyseparatist
{
criteria TLK_WonRoundQuickly Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1,SaidRoundEndseparatist:1:10"
applycontexttoworld
Response WonRoundQuicklyseparatist
}

Rule AgreeWithPlanseparatist
{
criteria TLK_AgreeWithPlan Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Agreeseparatist
}

Rule FollowingCommanderseparatist
{
criteria TLK_FollowingCommander Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response FollowingFriendseparatist
}

Rule FollowingSirseparatist
{
criteria TLK_FollowingSir Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response FollowingFriendseparatist
}

Rule NiceShotCommanderseparatist
{
criteria TLK_NiceShotCommander Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response NiceShotseparatist
}

Rule NiceShotSirseparatist
{
criteria TLK_NiceShotSir Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response NiceShotseparatist
}

Rule ThrillEmoteseparatist
{
criteria TLK_ThrillEmote Isseparatist IsTalkseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response OnARollBragseparatist
}

Rule EnemySpottedseparatist
{
criteria TLK_EnemySpotted Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response Radio.EnemySpottedseparatist
}

Rule radio.goseparatist
{
criteria TLK_radio.go Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response radio.letsgoseparatist
}

Rule radio.moveoutseparatist
{
criteria TLK_radio.moveout Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response radio.locknloadseparatist
}

Rule Radio.ReportInTeamseparatist
{
criteria TLK_Radio.ReportInTeam Isseparatist IsTalkseparatist
ApplyContext "Talkseparatist:1:1"
applycontexttoworld
Response RequestReportseparatist
}

Response TeamLeadWonseparatist
{
scene "scenes/separatist/OnARollBrag01.vcd" //Yes!
scene "scenes/separatist/OnARollBrag02.vcd" //Yes my friends, YES!
scene "scenes/separatist/OnARollBrag03.vcd" //The world is ours
scene "scenes/separatist/OnARollBrag04.vcd" //Our enemies tremble!
scene "scenes/separatist/OnARollBrag05.vcd" //Our guns shall bring us
victory!
scene "scenes/separatist/OnARollBrag06.vcd" //We shall overcome!
scene "scenes/separatist/OnARollBrag07.vcd" //Woooo!
scene "scenes/separatist/OnARollBrag08.vcd" //Yes! Yes! Yes!
scene "scenes/separatist/OnARollBrag09.vcd" //Victory is ours!
}

Rule TeamLeadWonseparatist
{
criteria TDM_GainedLead Isseparatist IsTalkseparatist TDM_ChatterAllowed_T
ApplyContext "Talkseparatist:1:1,TDMChatterT:1:15"
applycontexttoworld
Response TeamLeadWonseparatist
}

Response TeamLeadLostseparatist
{
scene "scenes/separatist/radio.letsgo01.vcd" //Go go go!
scene "scenes/separatist/radio.letsgo02.vcd" //Let's go!
scene "scenes/separatist/radio.letsgo03.vcd" //Move it! Move it!
scene "scenes/separatist/radio.letsgo04.vcd" //Forward
scene "scenes/separatist/radio.letsgo05.vcd" //Let's go my friends
scene "scenes/separatist/ScaredEmote01.vcd" //They think they can scare me
scene "scenes/separatist/ScaredEmote02.vcd" //We are not done yet
scene "scenes/separatist/ScaredEmote03.vcd" //This was not the plan but we
will succeed
scene "scenes/separatist/ScaredEmote04.vcd" //Victory is still ours to be
had
scene "scenes/separatist/radio.letsgo06.vcd" //Come on, come on, let's go
}

Rule TeamLeadLostseparatist
{
criteria TDM_LostLead Isseparatist IsTalkseparatist TDM_ChatterAllowed_T
ApplyContext "Talkseparatist:1:1,TDMChatterT:1:15"
applycontexttoworld
Response TeamLeadLostseparatist
}

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