//============================================================================================================ criterion "IsTerminalBenchSitter" "terminal_benchsitter" "1" required criterion "IsTerminalPreCustoms" "pre_customs" "1" weight 2 required //the above was given a weight of 2 to override the "TrainGuy" criteria, which is based on TargetName criterion "IsTerminalWaitingLady" "waiting_lady" "1" required criterion "IsTerminalCustomsQueue" "customs_queue" "1" required criterion "IsTerminalPlatform" "terminal_platform" "1" required criterion "IsTerminalFoodLine" "food_line" "1" required criterion "IsPlazaCitizen" "plaza_citizen" "1" required criterion "IsPlazaBench" "plaza_bench" "1" required criterion "IsCourtyardCitizen" "courtyard_citizen" "1" required criterion "IsTerminalPacer" "terminal_pacer" "1" required criterion "IsTerminalWatchclock" "terminal_watchclock" "1" required criterion "IsTerminalLuggageGuy" "terminal_LuggageGuy" "1" required criterion "IsStandingTrainGuy" "name" "citizen_train_1" required criterion "IsSittingTrainGuy" "name" "citizen_train_2" required //============================================================================================================ // Terminal specific Citizen Hello speech //============================================================================================================ response "CitizenHelloTerminal" { } rule CitizenHelloTerminal { criteria IsCitizen ConceptTalkHello IsGordonPreCriminal NPCIdle PlayerNear SeePlayer response CitizenHelloTerminal } //============================================================================================================ // Terminal specific Citizen Idle speech //============================================================================================================ response "CitizenTalkIdleTerminal" { } rule CitizenTalkIdle { criteria IsCitizen ConceptTalkIdle IsGordonPreCriminal NPCIdle response CitizenTalkIdleTerminal } //============================================================================================================ // Terminal specific Citizen Questions & Responses speech //============================================================================================================ response "CitizenAnswerTerminal" { } rule CitizenAnswerTerminal { criteria IsCitizen ConceptTalkAnswer IsGordonPreCriminal NPCIdle response CitizenAnswerTerminal } //------------------------------------------------------------------------------------------------------------ response "CitizenQuestionTerminal" { } rule CitizenQuestionTerminal { criteria IsCitizen ConceptTalkQuestion IsGordonPreCriminal NPCIdle response CitizenQuestionTerminal } //------------------------------------------------------------------------------------------------------------ response "CitizenUseBenchSitter" { norepeat scene "scenes/trainyard/cit_nerve.vcd" } rule CitizenUseBenchSitter { criteria IsCitizen ConceptTalkUse IsTerminalBenchSitter NPCIdle response CitizenUseBenchSitter } //------------------------------------------------------------------------------------------------------------ response "CitizenUsePacer" { scene "scenes/trainyard/cit_pacing.vcd" } rule CitizenUsePacer { criteria IsCitizen ConceptTalkUse IsTerminalPacer response CitizenUsePacer } //------------------------------------------------------------------------------------------------------------ response "CitizenUseWatchclock" { norepeat scene "scenes/trainyard/cit_water.vcd" } rule CitizenUseWatchclock { criteria IsCitizen ConceptTalkUse IsTerminalWatchclock NPCidle response CitizenUseWatchclock } //------------------------------------------------------------------------------------------------------------ response "CitizenPreCustoms" { norepeat scene "scenes/trainyard/lookatplayer_02.vcd" } rule CitizenPreCustoms { criteria IsCitizen ConceptTalkUse IsTerminalPreCustoms NPCIdle response CitizenPreCustoms } //------------------------------------------------------------------------------------------------------------ response "CitizenUseLuggageGuy" { norepeat scene "scenes/trainyard/cit_tookcase.vcd" } rule CitizenUseLuggageGuy { criteria IsCitizen ConceptTalkUse IsTerminalLuggageGuy NPCIdle response CitizenUseLuggageGuy } //------------------------------------------------------------------------------------------------------------ response "CitizenWaitingLady" { norepeat scene "scenes/trainyard/cit_fence_woods.vcd" } rule CitizenWaitingLady { criteria IsCitizen ConceptTalkUse IsTerminalWaitingLady NPCIdle response CitizenWaitingLady } //------------------------------------------------------------------------------------------------------------ response "CitizenCustomsQueue" { } rule CitizenCustomsQueue { criteria IsCitizen ConceptTalkUse IsTerminalCustomsQueue NPCIdle response CitizenCustomsQueue } rule CitizenCustomsQueueIdle { criteria IsCitizen ConceptTalkQuestion IsTerminalCustomsQueue NPCIdle response CitizenCustomsQueue } //------------------------------------------------------------------------------------------------------------ response "StandingTrainGuy" { norepeat scene "scenes/trainyard/cit_train_hookup.vcd" } rule StandingTrainGuy { criteria IsCitizen ConceptTalkUse IsStandingTrainGuy NPCIdle response StandingTrainGuy } //------------------------------------------------------------------------------------------------------------ response "SittingTrainGuy" { norepeat scene "scenes/trainyard/cit_train_reloc.vcd" speakonce } rule SittingTrainGuy { criteria IsCitizen ConceptTalkUse IsSittingTrainGuy NPCIdle response SittingTrainGuy } //------------------------------------------------------------------------------------------------------------ response "CitizenTerminalPlatform" { } rule CitizenTerminalPlatform { criteria IsCitizen ConceptTalkUse IsTerminalPlatform NPCIdle response CitizenTerminalPlatform } //------------------------------------------------------------------------------------------------------------ response "CitizenFoodLine" { scene "scenes/trainyard/$gender01/cit_foodline01.vcd" scene "scenes/trainyard/$gender01/cit_foodline02.vcd" scene "scenes/trainyard/$gender01/cit_foodline03.vcd" scene "scenes/trainyard/$gender01/cit_foodline04.vcd" } rule CitizenFoodLine { criteria IsCitizen ConceptTalkUse IsTerminalFoodLine NPCIdle response CitizenFoodLine } //------------------------------------------------------------------------------------------------------------ response "CitizenPlaza" { scene "scenes/trainyard/$gender01/cit_pedestrian01.vcd" scene "scenes/trainyard/$gender01/cit_pedestrian02.vcd" scene "scenes/trainyard/$gender01/cit_pedestrian03.vcd" scene "scenes/trainyard/$gender01/cit_pedestrian04.vcd" scene "scenes/trainyard/$gender01/cit_pedestrian05.vcd" } rule CitizenPlaza { criteria IsCitizen ConceptTalkUse IsPlazaCitizen NPCIdle response CitizenPlaza } //------------------------------------------------------------------------------------------------------------ response "CitizenPlazaBench" { scene "scenes/trainyard/$gender01/cit_bench01.vcd" scene "scenes/trainyard/$gender01/cit_bench02.vcd" scene "scenes/trainyard/$gender01/cit_bench03.vcd" scene "scenes/trainyard/$gender01/cit_bench04.vcd" } rule CitizenPlazaBench { criteria IsCitizen ConceptTalkUse IsPlazaBench NPCIdle response CitizenPlazaBench } //------------------------------------------------------------------------------------------------------------ response "CitizenCourtyard" { //sequential scene "scenes/trainyard/cit_raid_use01.vcd" scene "scenes/trainyard/cit_raid_use02.vcd" } rule CitizenCourtyard { criteria IsCitizen ConceptTalkUse IsCourtyardCitizen NPCIdle response CitizenCourtyard } //============================================================================================================ // Citizen responding to the player 'attacking' them with a physics object //============================================================================================================ response "CitizenPlayerPhysAttackTerminal" { scene "scenes/trainyard/$gender01/cit_hit01.vcd" scene "scenes/trainyard/$gender01/cit_hit02.vcd" scene "scenes/trainyard/$gender01/cit_hit03.vcd" scene "scenes/trainyard/$gender01/cit_hit04.vcd" scene "scenes/trainyard/$gender01/cit_hit05.vcd" } rule CitizenPlayerPhysAttackTerminal { criteria IsCitizen ConceptTalkPlayerPhysAttack IsGordonPreCriminal response CitizenPlayerPhysAttackTerminal } //============================================================================================================