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Update talker scripts with Xanaguy's changes
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- Anything for the survivors that uses "then <their own name>" will now use "then self" instead.

- Swapped Francis' ArriveBoat02 and ArriveBoat03 placements.

- Fixed two of Coach's rules using "IsTalkCoach" twice.

- Many tweaks to rules referring to leaving the starting area.

- Fixed RemarkC13M1DownHereMechanic rule having the wrong name. (Thanks, Haruko)

- Swapped Louis' ArriveChopper line placements.

- Deleted C6M3_ElevatorCancel rules for the L4D2 survivors (they had no real functionality)

- Added IsNotAlone to the C1M1Elevator lines for Coach, Gambler, Mechanic and Producer.
- Added NoOneInsafeSpot to the "outside" vehicle nags.
- Split the vehicle nags for C6M3 for Coach, Gambler and Producer.
- Added NotAloneOutsideSafeSpot to C5M5RunToHeliRareCoach.
- Added the FinalVehicleArrived concept for Dark Carnival and Swamp Fever.
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Rayman1103 committed Sep 27, 2021
1 parent 1a39ab0 commit cb021fd
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45 changes: 28 additions & 17 deletions root/scripts/talker/biker.txt
Original file line number Diff line number Diff line change
Expand Up @@ -668,7 +668,7 @@ Response C6M1Intro_01Biker01GamblerProducerBiker
scene "scenes/Biker/DLC1_C6M1_InitialMeeting20.vcd" then Gambler C6M1Intro_09a foo:0 -0.634 //Hey!
scene "scenes/Biker/DLC1_C6M1_InitialMeeting27.vcd" then Gambler C6M1Intro_09a foo:0 0.1 //Hey!
scene "scenes/Biker/DLC1_C6M1_InitialMeeting28.vcd" then Gambler C6M1Intro_09a foo:0 0.1 //Hey!
scene "scenes/Biker/DLC1_C6M1_InitialMeeting19.vcd" then Biker C6M1Intro_07a foo:0 -4.449 //You down there, be calm. We're cops.
scene "scenes/Biker/DLC1_C6M1_InitialMeeting19.vcd" then self C6M1Intro_07a foo:0 -4.449 //You down there, be calm. We're cops.
scene "scenes/Biker/DLC1_C6M1_InitialMeeting30.vcd" then Gambler C6M1Intro_14a foo:0 -7.878 //Brother, that's what I'm trying to tell ya. We can't get this thing down ourselves. You have to get to the other side.
}
Rule C6M1Intro_01Biker01GamblerProducerBiker
Expand Down Expand Up @@ -880,7 +880,7 @@ Rule C6M1Intro_20cBiker

Response C6M1Intro_20eBiker
{
scene "scenes/Biker/DLC1_C6M1_InitialMeeting41.vcd" odds 10 then Biker C6M1Intro_20f foo:0 -2.573 //Louis! I told you, there were vampires!
scene "scenes/Biker/DLC1_C6M1_InitialMeeting41.vcd" odds 10 then self C6M1Intro_20f foo:0 -2.573 //Louis! I told you, there were vampires!
scene "scenes/Biker/DLC1_C6M1_InitialMeeting41.vcd" then L4D1_Louis C6M1Intro_20f foo:0 -2.573 //Louis! I told you, there were vampires!
}
Rule C6M1Intro_20eBiker
Expand Down Expand Up @@ -1839,7 +1839,7 @@ Response C7M3PlayerGetToRescueVehicleNagBiker
}
Rule C7M3PlayerGetToRescueVehicleNagBiker
{
criteria ConceptGetToVehicle IsBiker ismapc7m3_port IsNotCoughing IsNotIncapacitated IsNotAlone IsTalk AutoIsNotScavenge AutoIsNotSurvival IsNotInRescueVehicle _auto_IsEscapeReady _auto_NotTimerLockA _auto_NotTimerLockBiker _auto_NotPressedC7M3BridgeButton IsNotSpeakingWeight0
criteria ConceptGetToVehicle IsBiker ismapc7m3_port IsNotCoughing IsNotIncapacitated IsNotAlone NoOneInSafeSpot IsTalk AutoIsNotScavenge AutoIsNotSurvival IsNotInRescueVehicle _auto_IsEscapeReady _auto_NotTimerLockA _auto_NotTimerLockBiker _auto_NotPressedC7M3BridgeButton IsNotSpeakingWeight0
ApplyContext "_auto_TimerLockA:1:10,_auto_TimerLockBiker:1:30"
applycontexttoworld
Response C7M3PlayerGetToRescueVehicleNagBiker
Expand Down Expand Up @@ -2086,7 +2086,7 @@ Response CrashFinaleTruckNagBiker
}
Rule CrashFinaleTruckNagBiker
{
criteria ConceptGetToVehicle IsBiker IsCrashCourse2 IsNotCoughing IsNotIncapacitated IsNotAlone IsTalk AutoIsNotScavenge AutoIsNotSurvival IsNotInRescueVehicle _auto_IsEscapeReady _auto_NotTimerLockA _auto_NotTimerLockBiker IsNotSpeakingWeight0
criteria ConceptGetToVehicle IsBiker IsCrashCourse2 IsNotCoughing IsNotIncapacitated IsNotAlone NoOneInSafeSpot IsTalk AutoIsNotScavenge AutoIsNotSurvival IsNotInRescueVehicle _auto_IsEscapeReady _auto_NotTimerLockA _auto_NotTimerLockBiker IsNotSpeakingWeight0
ApplyContext "_auto_TimerLockA:1:10,_auto_TimerLockBiker:1:30"
applycontexttoworld
Response CrashFinaleTruckNagBiker
Expand Down Expand Up @@ -2932,11 +2932,12 @@ Rule L4D1SurvivorFinaleTriggeredRooftopBiker

Response L4D1SurvivorFinalVehicleBoatBiker
{
scene "scenes/Biker/ArriveBoat03.vcd" then any EmphaticArriveRun foo:0 -2.312 //Get your asses on that boat!
scene "scenes/Biker/ArriveBoat02.vcd" then any EmphaticArriveRun foo:0 -2.064 //Everyone to the boat!
}
Rule L4D1SurvivorFinalVehicleBoatBiker
{
criteria ConceptGetToVehicle IsBiker IsDeathToll5 IsNotCoughing IsNotIncapacitated IsNotAlone IsTalk AutoIsNotScavenge AutoIsNotSurvival IsNotInRescueVehicle _auto_IsEscapeReady _auto_NotTimerLockA _auto_NotTimerLockBiker IsNotSpeakingWeight0
criteria ConceptGetToVehicle IsBiker IsDeathToll5 IsNotCoughing IsNotIncapacitated IsNotAlone NoOneInSafeSpot IsTalk AutoIsNotScavenge AutoIsNotSurvival IsNotInRescueVehicle _auto_IsEscapeReady _auto_NotTimerLockA _auto_NotTimerLockBiker IsNotSpeakingWeight0
ApplyContext "_auto_TimerLockA:1:10,_auto_TimerLockBiker:1:30"
applycontexttoworld
Response L4D1SurvivorFinalVehicleBoatBiker
Expand All @@ -2945,7 +2946,7 @@ Rule L4D1SurvivorFinalVehicleBoatBiker
Response L4D1SurvivorFinalVehicleInsideBoatBiker
{
scene "scenes/Biker/ArriveBoat01.vcd" then any EmphaticArriveRun foo:0 -1.448 //Get to the boat!
scene "scenes/Biker/ArriveBoat03.vcd" then any EmphaticArriveRun foo:0 -2.312 //Get your asses on that boat!
scene "scenes/Biker/ArriveBoat02.vcd" then any EmphaticArriveRun foo:0 -2.064 //Everyone to the boat!
}
Rule L4D1SurvivorFinalVehicleInsideBoatBiker
{
Expand All @@ -2961,7 +2962,7 @@ Response L4D1SurvivorFinalVehicleFarmBiker
}
Rule L4D1SurvivorFinalVehicleFarmBiker
{
criteria ConceptGetToVehicle IsBiker IsBloodHarvest5 IsNotCoughing IsNotIncapacitated IsNotAlone IsTalk AutoIsNotScavenge AutoIsNotSurvival IsNotInRescueVehicle _auto_IsEscapeReady _auto_NotTimerLockA _auto_NotTimerLockBiker IsNotSpeakingWeight0
criteria ConceptGetToVehicle IsBiker IsBloodHarvest5 IsNotCoughing IsNotIncapacitated IsNotAlone NoOneInSafeSpot IsTalk AutoIsNotScavenge AutoIsNotSurvival IsNotInRescueVehicle _auto_IsEscapeReady _auto_NotTimerLockA _auto_NotTimerLockBiker IsNotSpeakingWeight0
ApplyContext "_auto_TimerLockA:1:10,_auto_TimerLockBiker:1:30"
applycontexttoworld
Response L4D1SurvivorFinalVehicleFarmBiker
Expand Down Expand Up @@ -2999,7 +3000,7 @@ Response L4D1SurvivorFinalVehicleRooftopBiker
}
Rule L4D1SurvivorFinalVehicleRooftopBiker
{
criteria ConceptGetToVehicle IsBiker IsNoMercy5 IsNotCoughing IsNotIncapacitated IsNotAlone IsTalk AutoIsNotScavenge AutoIsNotSurvival IsNotInRescueVehicle _auto_IsEscapeReady _auto_NotTimerLockA _auto_NotTimerLockBiker IsNotSpeakingWeight0
criteria ConceptGetToVehicle IsBiker IsNoMercy5 IsNotCoughing IsNotIncapacitated IsNotAlone NoOneInSafeSpot IsTalk AutoIsNotScavenge AutoIsNotSurvival IsNotInRescueVehicle _auto_IsEscapeReady _auto_NotTimerLockA _auto_NotTimerLockBiker IsNotSpeakingWeight0
ApplyContext "_auto_TimerLockA:1:10,_auto_TimerLockBiker:1:30"
applycontexttoworld
Response L4D1SurvivorFinalVehicleRooftopBiker
Expand All @@ -3024,7 +3025,7 @@ Response L4D1SurvivorFinalVehicleRunwayBiker
}
Rule L4D1SurvivorFinalVehicleRunwayBiker
{
criteria ConceptGetToVehicle IsBiker IsDeadAir5 IsNotCoughing IsNotIncapacitated IsNotAlone IsTalk AutoIsNotScavenge AutoIsNotSurvival IsNotInRescueVehicle _auto_IsEscapeReady _auto_NotTimerLockA _auto_NotTimerLockBiker IsNotSpeakingWeight0
criteria ConceptGetToVehicle IsBiker IsDeadAir5 IsNotCoughing IsNotIncapacitated IsNotAlone NoOneInSafeSpot IsTalk AutoIsNotScavenge AutoIsNotSurvival IsNotInRescueVehicle _auto_IsEscapeReady _auto_NotTimerLockA _auto_NotTimerLockBiker IsNotSpeakingWeight0
ApplyContext "_auto_TimerLockA:1:10,_auto_TimerLockBiker:1:30"
applycontexttoworld
Response L4D1SurvivorFinalVehicleRunwayBiker
Expand Down Expand Up @@ -3087,9 +3088,13 @@ Rule L4D1SurvivorFinalVehicleSpottedRunwayBiker
//--------------------------------------------------------------------------------------------------------------
Response L4D1PlayerShotCarNotBiker
{
scene "scenes/Biker/Swear01.vcd" predelay "0.1,0.7" //Goddammit.
scene "scenes/Biker/Swear02.vcd" predelay "0.1,0.7" //Shit.
scene "scenes/Biker/Swear03.vcd" predelay "0.1,0.7" //Ah shit.
scene "scenes/Biker/Swear04.vcd" predelay "0.1,0.7" //Ah hell.
scene "scenes/Biker/Swear08.vcd" predelay "0.1,0.7" //Ah bullshit.
scene "scenes/Biker/Swear09.vcd" predelay "0.1,0.7" //Dammit.
scene "scenes/Biker/Swear10.vcd" predelay "0.1,0.7" //Bullshit.
}
Rule L4D1PlayerShotCarNotBiker
{
Expand All @@ -3101,10 +3106,16 @@ Rule L4D1PlayerShotCarNotBiker

Response L4D1PlayerShotCarBiker
{
scene "scenes/Biker/Swear01.vcd" predelay "0.1,0.7" //Goddammit.
scene "scenes/Biker/Swear02.vcd" predelay "0.1,0.7" //Shit.
scene "scenes/Biker/Swear09.vcd" predelay "0.1,0.7" //Dammit.
scene "scenes/Biker/Swear10.vcd" predelay "0.1,0.7" //Bullshit.
scene "scenes/Biker/NegativeNoise06.vcd" //[Improv non-verbal displeasure & frustration sounds]
scene "scenes/Biker/ReactionApprehensive03.vcd" //I don't like ths one damn bit.
scene "scenes/Biker/ReactionNegative05.vcd" //Shit
scene "scenes/Biker/ReactionNegative09.vcd" //Ahhhhh.
scene "scenes/Biker/Swear12.vcd" //Shit.
scene "scenes/Biker/Swear14.vcd" //Ah hell.
scene "scenes/Biker/Swear15.vcd" //Son of a bitch.
scene "scenes/Biker/Swear16.vcd" //Ah bullshit.
scene "scenes/Biker/Swear17.vcd" //Dammit.
scene "scenes/Biker/Swear19.vcd" //Ah bullshit.
}
Rule L4D1PlayerShotCarBiker
{
Expand Down Expand Up @@ -4424,7 +4435,7 @@ Rule L4D1HelpResponseLouisBiker

Response L4D1HelpResponseLouisBBiker
{
scene "scenes/Biker/InsideSafeRoom21.vcd" then Biker NeedsHelpResponseLouisB2 foo:0 -2.556 //We just leavin' Louis out there?
scene "scenes/Biker/InsideSafeRoom21.vcd" then self NeedsHelpResponseLouisB2 foo:0 -2.556 //We just leavin' Louis out there?
}
Rule L4D1HelpResponseLouisBBiker
{
Expand Down Expand Up @@ -7051,7 +7062,7 @@ Response ScavengeStartBiker
}
Rule ScavengeStartBiker
{
criteria ConceptSurvivorLeavingCheckpoint IsBiker IsTalk IsTalkBiker IsWorldTalkBiker IsScavenge IsNotSaidLeavingSafeArea
criteria ConceptSurvivorLeavingCheckpoint IsBiker IsNotAlone IsTalk IsTalkBiker IsWorldTalkBiker IsScavenge IsNotSaidLeavingSafeArea
ApplyContext "SaidLeavingSafeArea:1:0"
applycontexttoworld
Response ScavengeStartBiker
Expand Down Expand Up @@ -10084,7 +10095,7 @@ Rule L4D1SurvivorFinalVehicleSpottedBoatC14M2Biker

Rule L4D1SurvivorFinalVehicleBoatC14M2Biker
{
criteria ConceptGetToVehicle IsBiker IsLastStand2 IsNotCoughing IsNotIncapacitated IsNotAlone IsTalk AutoIsNotScavenge AutoIsNotSurvival IsNotInRescueVehicle _auto_IsEscapeReady _auto_NotTimerLockA _auto_NotTimerLockBiker IsNotSpeakingWeight0
criteria ConceptGetToVehicle IsBiker IsLastStand2 IsNotCoughing IsNotIncapacitated IsNotAlone NoOneInSafeSpot IsTalk AutoIsNotScavenge AutoIsNotSurvival IsNotInRescueVehicle _auto_IsEscapeReady _auto_NotTimerLockA _auto_NotTimerLockBiker IsNotSpeakingWeight0
ApplyContext "_auto_TimerLockA:1:10,_auto_TimerLockBiker:1:30"
applycontexttoworld
Response L4D1SurvivorFinalVehicleBoatBiker
Expand Down Expand Up @@ -10127,7 +10138,7 @@ Rule LeavingSafeAreaBiker

Rule LeavingSafeRoomBiker
{
criteria ConceptSurvivorLeavingInitialCheckpoint IsBiker IsNotSaidLeavingSafeArea
criteria ConceptSurvivorLeavingInitialCheckpoint IsBiker IsNotSaidLeavingSafeArea
ApplyContext "SaidLeavingSafeArea:1:0,Talk:0:0"
applycontexttoworld
Response NoResponse
Expand Down
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