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Changes to c2m3CoasterStart and c2m3CoasterEnd
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To go with Lump changing an input of this concept to be activated by the orator instead of the survivor to prevent vocalizer abuse.
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xanaguy committed Dec 20, 2022
1 parent 8cf340e commit 4e2ecaf
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Showing 6 changed files with 458 additions and 302 deletions.
60 changes: 37 additions & 23 deletions root/scripts/talker/coach.txt
Original file line number Diff line number Diff line change
Expand Up @@ -1467,16 +1467,14 @@ Rule c2m3_DownHoleCoach
Response c2m3_DownHoleCoach
}

Response c2m3CoasterEndCoach
Response c2m3CoasterEndResponseCoach
{
scene "scenes/Coach/WorldC2M3B22.vcd" //Okay, alarm's off!
}
Rule c2m3CoasterEndCoach
Rule c2m3CoasterEndResponseCoach
{
criteria Conceptc2m3CoasterEnd IsCoach AutoIsNotScavenge AutoIsNotSurvival
ApplyContext "_auto_Alarm:2:0"
applycontexttoworld
Response c2m3CoasterEndCoach
criteria Conceptc2m3CoasterEndResponse IsCoach AutoIsNotScavenge AutoIsNotSurvival
Response c2m3CoasterEndResponseCoach
}

Response C2M3CoasterRunGoCoach
Expand All @@ -1491,17 +1489,15 @@ Rule C2M3CoasterRunGoCoach
Response C2M3CoasterRunGoCoach
}

Response C2M3CoasterStartCoach
Response C2M3CoasterStartResponseCoach
{
scene "scenes/Coach/WorldC2M319.vcd" then mechanic _c2m3_howcool foo:0 1.0 //Get ready to run, I'm hittin' it.
scene "scenes/Coach/WorldC2M320.vcd" then mechanic _c2m3_howcool foo:0 1.0 //That set off the alarm!
}
Rule C2M3CoasterStartCoach
Rule C2M3CoasterStartResponseCoach
{
criteria Conceptc2m3CoasterStart IsCoach AutoIsNotScavenge AutoIsNotSurvival
ApplyContext "WarnMegaMob:1:30,_auto_Alarm:1:0"
applycontexttoworld
Response C2M3CoasterStartCoach
criteria Conceptc2m3CoasterStartResponse IsCoach AutoIsNotScavenge AutoIsNotSurvival
Response C2M3CoasterStartResponseCoach
}

Response c2m3SeeChopperCoach
Expand Down Expand Up @@ -3865,7 +3861,7 @@ Rule WorldC6M1_PostWedding01aCoach

Response WorldC6M1_WeddingWarn03aCoach
{
scene "scenes/Coach/DLC1_C6M1_WeddingWitch01.vcd" then Producer WorldC6M1_WeddingWarn03b foo:0 -2.229 //Come on, Nick, not the time.
scene "scenes/Coach/DLC1_C6M1_WeddingWitch01.vcd" //Come on, Nick, not the time.
}
Rule WorldC6M1_WeddingWarn03aCoach
{
Expand Down Expand Up @@ -4100,7 +4096,7 @@ Response WorldC6M2_InSewer102aCoach
{
scene "scenes/Coach/DLC1_C6M2_Phase2InWater02.vcd" //Hey Nick, try and keep your head above water.
scene "scenes/Coach/DLC1_C6M2_Phase2InWater03.vcd" //Don't trip, Nick. [laughs]
scene "scenes/Coach/DLC1_C6M2_Phase2InWater04.vcd" then Gambler WorldC6M2_InSewer102b foo:0 -3.563 //Gotta keep your head above water, man.[laughs]
scene "scenes/Coach/DLC1_C6M2_Phase2InWater04.vcd" //Gotta keep your head above water, man.[laughs]
scene "scenes/Coach/DLC1_C6M2_Phase2InWater05.vcd" then Gambler WorldC6M2_InSewer102b foo:0 -4.289 //Nick, if I give you a piggy back ride, will you shut up about the sewer?
scene "scenes/Coach/DLC1_C6M2_Phase2InWater06.vcd" then Gambler WorldC6M2_InSewer102b foo:0 -5.061 //Nick, if I give you a piggy back ride, will you shut up about the sewer?
}
Expand Down Expand Up @@ -7924,7 +7920,6 @@ Rule PlayerRemarkc4m1_nogasCoach
Response PlayerRemarkc4m1_playgroundfarCoach
{
scene "scenes/Coach/WorldC4M1B23.vcd" //Through that playground!
scene "scenes/Coach/WorldC4M1B22.vcd" //Through this playground!
}
Rule PlayerRemarkc4m1_playgroundfarCoach
{
Expand All @@ -7934,12 +7929,16 @@ Rule PlayerRemarkc4m1_playgroundfarCoach
Response PlayerRemarkc4m1_playgroundfarCoach
}

Response PlayerRemarkc4m1_playgroundnearCoach
{
scene "scenes/Coach/WorldC4M1B22.vcd" //Through this playground!
}
Rule PlayerRemarkc4m1_playgroundnearCoach
{
criteria ConceptRemark IsCoach Isc4m1_playground IsNotSaidc4m1_playground IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear300 IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
ApplyContext "Saidc4m1_playground:1:0"
applycontexttoworld
Response PlayerRemarkc4m1_playgroundfarCoach
Response PlayerRemarkc4m1_playgroundnearCoach
}

Response PlayerRemarkc4m1_throughhereACoach
Expand Down Expand Up @@ -9271,7 +9270,7 @@ Response PlayerRemarkWorldC6M2_Phase2DownCoach
}
Rule PlayerRemarkWorldC6M2_Phase2DownCoach
{
criteria ConceptRemark IsCoach IsWorldC6M2_Phase2Down IsNotSaidWorldC6M2_Phase2Down IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
criteria ConceptRemark IsCoach IsWorldC6M2_Phase2Down IsNotSaidWorldC6M2_Phase2Down IsNotCoughing NotInCombat NotInIntenseCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
ApplyContext "SaidWorldC6M2_Phase2Down:1:0"
applycontexttoworld
Response PlayerRemarkWorldC6M2_Phase2DownCoach
Expand All @@ -9286,7 +9285,7 @@ Response PlayerRemarkWorldC6M2_Phase2DownIntenseCoach
}
Rule PlayerRemarkWorldC6M2_Phase2DownIntenseCoach
{
criteria ConceptRemark IsCoach IsWorldC6M2_Phase2Down IsNotSaidWorldC6M2_Phase2Down IsNotCoughing NotInCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IntensityOver75 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
criteria ConceptRemark IsCoach IsWorldC6M2_Phase2Down IsNotSaidWorldC6M2_Phase2Down IsNotCoughing InIntenseCombat IsTalk IsTalkCoach IsWorldTalkCoach IsSubjectNear200 IntensityOver75 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
ApplyContext "SaidWorldC6M2_Phase2Down:1:0"
applycontexttoworld
Response PlayerRemarkWorldC6M2_Phase2DownIntenseCoach
Expand Down Expand Up @@ -9662,7 +9661,7 @@ Response PlayerRemarkWorldSignRestrictedAreaCoach
Rule PlayerRemarkWorldSignRestrictedAreaCoach
{
criteria ConceptRemark IsCoach IsWorldSignRestrictedArea IsNotSaidWorldSignRestrictedArea IsNotCoughing NotInCombat IsTalk IsTalkCoach IsSubjectNear200 IsWorldTalkCoach AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
ApplyContext "SaidWorldSignRestrictedArea:1:0,Talk:1:1.580"
ApplyContext "SaidWorldSignRestrictedArea:1:0,Talk:1:1.332"
applycontexttoworld
Response PlayerRemarkWorldSignRestrictedAreaCoach
}
Expand Down Expand Up @@ -9863,7 +9862,7 @@ Response PlayerHurryUpC4M2Coach
}
Rule PlayerHurryUpC4M2Coach
{
criteria ConceptPlayerHurryUp IsCoach IsNotInSafeSpot IsNotInCheckpoint IsTalk IsTalkCoach ismap_c4m2_sugarmill_a IsNotSaidSafeSpotAhead IsNotZombiePresentTank IsWorldTalkCoach _auto_IsCoachInWitchville
criteria ConceptPlayerHurryUp IsCoach IsNotInSafeSpot IsNotInCheckpoint IsTalk IsTalkCoach IsWorldTalkCoach ismap_c4m2_sugarmill_a IsNotSaidSafeSpotAhead IsNotZombiePresentTank _auto_IsCoachInWitchville
Response PlayerHurryUpC4M2Coach
}

Expand Down Expand Up @@ -10217,7 +10216,7 @@ Rule YouAreWelcomeCoach

Response NickC1AttitudeCoach
{
scene "scenes/Coach/YouAreWelcome09.vcd" //What? I said thanks!
scene "scenes/Coach/Thanks09.vcd" //What? I said thanks!
}
Rule NickC1AttitudeCoach
{
Expand Down Expand Up @@ -11346,7 +11345,7 @@ Rule PlayerKillTankNotHealthyCoach

Response PlayerKillTankConfirmationC1M2Coach
{
scene "scenes/Coach/Blank.vcd" then mechanic C1M2TankInfo foo:0 0.1 //
print " " then mechanic C1M2TankInfo foo:0 0.1 //
}
Rule PlayerKillTankConfirmationC1M2Coach
{
Expand Down Expand Up @@ -12600,6 +12599,21 @@ Rule SurvivorVocalizeEmphaticGoCoach
Response SurvivorVocalizeEmphaticGoCoach
}

Response SurvivorVocalizeEmphaticGoC4M2Coach
{
scene "scenes/Coach/EmphaticGo01.vcd" //GO!
scene "scenes/Coach/EmphaticGo02.vcd" //Let's go people.
scene "scenes/Coach/EmphaticGo03.vcd" //Move your ass.
scene "scenes/Coach/EmphaticGo04.vcd" //Go go go!
scene "scenes/Coach/EmphaticGo05.vcd" //Go go GO!
scene "scenes/Coach/EmphaticGo06.vcd" //MOVE IT!
}
Rule SurvivorVocalizeEmphaticGoC4M2Coach
{
criteria ConceptPlayerEmphaticGo IsCoach IsNotCoughing IsNotInSafeSpot IsNotInCheckpoint IsTalk IsTalkCoach IsWorldTalkCoach ismap_c4m2_sugarmill_a IsNotSaidSafeSpotAhead IsNotZombiePresentTank _auto_IsCoachInWitchville
Response SurvivorVocalizeEmphaticGoC4M2Coach
}

Response SurvivorVocalizeGoingToDieCoach
{
scene "scenes/Coach/GoingToDie01.vcd" //This here is some serious bullshit.
Expand Down Expand Up @@ -14676,7 +14690,7 @@ Rule _C1M1_ElevatorHello3AliveName1Coach

Response _C1M1_ElevatorHello3AliveName2Coach
{
scene "scenes/Coach/WorldC1M1B98.vcd" then any _C1M1_ElevatorHello3WhoIsDead foo:0 -1.524 //People just call me Coach.
scene "scenes/Coach/WorldC1M1B98.vcd" then any _C1M1_ElevatorHello3AliveWhoIsDead foo:0 -1.524 //People just call me Coach.
}
Rule _C1M1_ElevatorHello3AliveName2Coach
{
Expand Down
58 changes: 39 additions & 19 deletions root/scripts/talker/gambler.txt
Original file line number Diff line number Diff line change
Expand Up @@ -1400,16 +1400,14 @@ Rule c2m3_DownHoleGambler
Response c2m3_DownHoleGambler
}

Response c2m3CoasterEndGambler
Response c2m3CoasterEndResponseGambler
{
scene "scenes/Gambler/WorldC2M3B22.vcd" //Alarm's off!
}
Rule c2m3CoasterEndGambler
Rule c2m3CoasterEndResponseGambler
{
criteria Conceptc2m3CoasterEnd IsGambler AutoIsNotScavenge AutoIsNotSurvival
ApplyContext "_auto_Alarm:2:0"
applycontexttoworld
Response c2m3CoasterEndGambler
criteria Conceptc2m3CoasterEndResponse IsGambler AutoIsNotScavenge AutoIsNotSurvival
Response c2m3CoasterEndResponseGambler
}

Response C2M3CoasterRunGoGambler
Expand All @@ -1422,16 +1420,14 @@ Rule C2M3CoasterRunGoGambler
Response C2M3CoasterRunGoGambler
}

Response C2M3CoasterStartGambler
Response C2M3CoasterStartResponseGambler
{
scene "scenes/Gambler/MiscDirectional35.vcd" then mechanic _c2m3_howcool foo:0 1.0 //I hit it!
}
Rule C2M3CoasterStartGambler
Rule C2M3CoasterStarResponsetGambler
{
criteria Conceptc2m3CoasterStart IsGambler AutoIsNotScavenge AutoIsNotSurvival
ApplyContext "WarnMegaMob:1:30,_auto_Alarm:1:0"
applycontexttoworld
Response C2M3CoasterStartGambler
criteria Conceptc2m3CoasterStartResponse IsGambler AutoIsNotScavenge AutoIsNotSurvival
Response C2M3CoasterStartResponseGambler
}

Response c2m3SpotIncendiaryGambler
Expand Down Expand Up @@ -2283,12 +2279,11 @@ Rule C5GoingToDieGambler

Response C5M5GoingToDieGambler
{
norepeat
scene "scenes/Gambler/WorldC5MGoingToDie02.vcd" //I have not come this far to die now.
}
Rule C5M5GoingToDieGambler
{
criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsGambler IsOnThirdStrike IsNotSaidGoingToDieC5M5 IsTalk IsTalkGambler IsNotComplainBlock ChanceToFire30Percent IsWorldTalkGambler IsNotInStartArea IsNotInCheckpoint IsMapc5m5_bridge _auto_NotSpottedVehicle
criteria ConceptPlayerGoingToDie IsNotSpeaking IsNotCoughing IsGambler IsOnThirdStrike IsNotSaidGoingToDieC5M5 IsTalk IsTalkGambler IsNotComplainBlock ChanceToFire30Percent IsWorldTalkGambler IsNotInStartArea IsNotInCheckpoint IsMapc5m5_bridge _auto_IsFinaleStartedV2
ApplyContext "IsComplain:1:25,TalkGambler:1:8,SaidGoingToDieC5M5:1:0"
forceweight 200
Response C5M5GoingToDieGambler
Expand Down Expand Up @@ -2467,7 +2462,6 @@ Response C5M3AlarmFieldNagsGambler
{
norepeat
scene "scenes/Gambler/World215.vcd" //Do not shoot any of the cars!
scene "scenes/Gambler/World216.vcd" //What a nightmare.
scene "scenes/Gambler/WorldC5M3B16.vcd" then self C5M3AlarmFieldNags01 foo:0 0.1 //Do you still smell sewer?
scene "scenes/Gambler/WorldC5M3B20.vcd" //Careful. Carefuuulll.
}
Expand Down Expand Up @@ -9437,7 +9431,7 @@ Response PlayerRemarkWorldC6M2_Phase2DownGambler
}
Rule PlayerRemarkWorldC6M2_Phase2DownGambler
{
criteria ConceptRemark IsGambler IsWorldC6M2_Phase2Down IsNotSaidWorldC6M2_Phase2Down IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
criteria ConceptRemark IsGambler IsWorldC6M2_Phase2Down IsNotSaidWorldC6M2_Phase2Down IsNotCoughing NotInCombat NotInIntenseCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
ApplyContext "SaidWorldC6M2_Phase2Down:1:0"
applycontexttoworld
Response PlayerRemarkWorldC6M2_Phase2DownGambler
Expand All @@ -9453,7 +9447,7 @@ Response PlayerRemarkWorldC6M2_Phase2DownIntenseGambler
}
Rule PlayerRemarkWorldC6M2_Phase2DownIntenseGambler
{
criteria ConceptRemark IsGambler IsWorldC6M2_Phase2Down IsNotSaidWorldC6M2_Phase2Down IsNotCoughing NotInCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IntensityOver75 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
criteria ConceptRemark IsGambler IsWorldC6M2_Phase2Down IsNotSaidWorldC6M2_Phase2Down IsNotCoughing InIntenseCombat IsTalk IsTalkGambler IsWorldTalkGambler IsSubjectNear200 IntensityOver75 AutoIsNotScavenge AutoIsNotSurvival IsNotSpeakingWeight0
ApplyContext "SaidWorldC6M2_Phase2Down:1:0"
applycontexttoworld
Response PlayerRemarkWorldC6M2_Phase2DownIntenseGambler
Expand Down Expand Up @@ -9898,6 +9892,18 @@ Rule PlayerStayTogetherGambler
Response PlayerStayTogetherGambler
}

Response PlayerStayTogetherSaferoomC2M2Gambler
{
scene "scenes/Gambler/WorldC2M225.vcd" //Keep running, keep running.
scene "scenes/Gambler/WorldC2M226.vcd" //Run into the tunnel of love!
scene "scenes/Gambler/WorldC2M228.vcd" //Go go go. Cut in line.
}
Rule PlayerStayTogetherSaferoomC2M2Gambler
{
criteria ConceptPlayerStayTogether ismap_c2m2 IsNotCoughing IsGambler IsInSafeSpot IsTalk IsTalkGambler SomeoneOutsideSafeSpot IsWorldTalkGambler AutoIsNotScavenge AutoIsNotSurvival
Response PlayerStayTogetherSaferoomC2M2Gambler
}

Response PlayerWatchOutBehindGambler
{
scene "scenes/Gambler/WatchOutBehind01.vcd" //They're behind us!
Expand Down Expand Up @@ -11329,7 +11335,7 @@ Rule PlayerKillTankNotHealthyGambler

Response PlayerKillTankConfirmationC1M2Gambler
{
scene "scenes/Gambler/Blank.vcd" then mechanic C1M2TankInfo foo:0 0.1 //
print " " then mechanic C1M2TankInfo foo:0 0.1 //
}
Rule PlayerKillTankConfirmationC1M2Gambler
{
Expand Down Expand Up @@ -12572,6 +12578,20 @@ Rule SurvivorVocalizeEmphaticGoGambler
Response SurvivorVocalizeEmphaticGoGambler
}

Response SurvivorVocalizeEmphaticGoC4M2Gambler
{
scene "scenes/Gambler/EmphaticGoQuiet01.vcd" //Everybody keep moving.
scene "scenes/Gambler/EmphaticGoQuiet02.vcd" //Just go.
scene "scenes/Gambler/EmphaticGoQuiet03.vcd" //Just go. Go.
scene "scenes/Gambler/EmphaticGoQuiet04.vcd" //Don't stop, don't stop.
scene "scenes/Gambler/EmphaticGoQuiet05.vcd" //Keep moving.
}
Rule SurvivorVocalizeEmphaticGoC4M2Gambler
{
criteria ConceptPlayerEmphaticGo IsGambler IsNotCoughing IsNotInSafeSpot IsNotInCheckpoint IsTalk IsTalkGambler IsWorldTalkGambler ismap_c4m2_sugarmill_a IsNotSaidSafeSpotAhead IsNotZombiePresentTank _auto_IsGamblerInWitchville
Response SurvivorVocalizeEmphaticGoC4M2Gambler
}

Response SurvivorVocalizeGoingToDieGambler
{
scene "scenes/Gambler/GoingToDie01.vcd" //I really screwed the pooch back there.
Expand Down Expand Up @@ -13455,7 +13475,7 @@ Response SurvivorPickupRifleGambler
}
Rule SurvivorPickupRifleGambler
{
criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpRifle IsNotSpeaking IsInSafeSpot ChanceToFire30Percent NotPickedUpItem IsNotInSafeSpot IsNotInStartArea IsTalk IsTalkGambler IsWorldTalkGambler AutoIsNotSurvival AutoIsNotScavenge _auto_NotSpottedVehicle
criteria ConceptPlayerPickup IsNotCoughing IsGambler IsPickedUpRifle IsNotSpeaking ChanceToFire30Percent NotPickedUpItem IsNotInSafeSpot IsNotInStartArea IsTalk IsTalkGambler IsWorldTalkGambler AutoIsNotSurvival AutoIsNotScavenge _auto_NotSpottedVehicle
ApplyContext "PickedUpItem:1:30"
Response SurvivorPickupRifleGambler
}
Expand Down
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1 comment on commit 4e2ecaf

@xanaguy
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Yes, I know there's more to it than that. I had forgotten what else was there. There were a lot of other changes I had done that was requested by another user due to either oversights or errors. I haven't gotten through all of them yet.

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