//------------------------------------------------------------------------------// Hi! This block is just to hook custom response rules. If you want your own RRs, hook them here too. //------------------------------------------------------------------------------// //------------------------------------CUSTOM------------------------------------// I'm just sneaking some includes in here, since this file is the least likely to get updated... ever. //------------------------------------------------------------------------------// Previously, this went in response_rules.txt, but it occurred to me that gets updated fairly frequently, on account of new weapons or RR events //------------------------------------------------------------------------------// Since Pyro basically never gets new responses beside either taunts (already handled in tf.txt) or all-class stuff, this will do fine! // Catch-all if you just wanna add your own stuff quickly! Above everything else to take priority. Make + use one of these if you want to add your own response rules; all 3 are unused. #include "talker/custom_responses.txt" #include "talker/custom_responses2.txt" #include "talker/custom_responses3.txt" // Includes for other Weapons Packs / CW Mods..? #include "talker/custom_responses_kocw.txt" // Knockout! Custom Weapons #include "talker/custom_responses_tf2uc.txt" // TF2: UnClassic #include "talker/custom_responses_tf2turboc.txt" // TF2Turbo Classic #include "talker/custom_responses_cwc.txt" // Custom Weapons: Classic #include "talker/custom_responses_yaki.txt" // Renaissance Revival #include "talker/custom_responses_fredfights.txt" // Fred's Fight-Starters! #include "talker/custom_responses_paint.txt" // Tangerine Paint's Weapons // NOWP #include "talker/Global_Taunts.txt" // Generic Taunts, for TF2C Randomizer. This works independently of NOWP. #include "talker/custom_responses_nowp.txt" // New-Old Weapons Pack's Custom Responses //------------------------------------------------------------------------------// Also new as of v2.2.5, here's some extra includes for your conveniences(?) //------------------------------------------------------------------------------// There's a bit less here, and I honestly don't expect most of you to get any use out of this, but hey! Might as well, right..? //--------------------------------END OF CUSTOM---------------------------------// In any case, I moved NOWP's stuff to the very bottom, so any custom stuff you do can overwrite it if you... want that. //------------------------------------------------------------------------------// //------------------------------------------------------------------------------// (For the record, btw, this entire block is all that I added. You can copy and paste to a newer version of Pyro.txt if you need to!) //-------------------------------------------------------------------------------------------------------------- // Pyro Response Rule File //-------------------------------------------------------------------------------------------------------------- Criterion "PyroIsNotStillonFire" "PyroOnFire" "!=1" "required" weight 0 Criterion "PyroIsStillonFire" "PyroOnFire" "1" "required" weight 0 Criterion "PyroNotKillSpeech" "PyroKillSpeech" "!=1" "required" weight 0 Criterion "PyroNotKillSpeechMelee" "PyroKillSpeechMelee" "!=1" "required" weight 0 Criterion "PyroNotSaidHealThanks" "PyroSaidHealThanks" "!=1" "required" Criterion "IsHelpCapPyro" "PyroHelpCap" "1" "required" weight 0 // Custom stuff Criterion "PyroNotAssistSpeech" "PyroAssistSpeech" "!=1" "required" weight 0 Criterion "PyroNotInvulnerableSpeech" "PyroInvulnerableSpeech" "!=1" "required" weight 0 Criterion "PyroNotKillSpeechSapper" "PyroKillSpeechSapper" "!=1" "required" weight 0 Response PlayerCloakedSpyDemomanPyro { scene "scenes/Player/Pyro/low/1440.vcd" } Rule PlayerCloakedSpyDemomanPyro { criteria ConceptPlayerCloakedSpy IsPyro IsOnDemoman Response PlayerCloakedSpyDemomanPyro } Response PlayerCloakedSpyEngineerPyro { scene "scenes/Player/Pyro/low/1446.vcd" } Rule PlayerCloakedSpyEngineerPyro { criteria ConceptPlayerCloakedSpy IsPyro IsOnEngineer Response PlayerCloakedSpyEngineerPyro } Response PlayerCloakedSpyHeavyPyro { scene "scenes/Player/Pyro/low/1436.vcd" } Rule PlayerCloakedSpyHeavyPyro { criteria ConceptPlayerCloakedSpy IsPyro IsOnHeavy Response PlayerCloakedSpyHeavyPyro } Response PlayerCloakedSpyMedicPyro { scene "scenes/Player/Pyro/low/1444.vcd" } Rule PlayerCloakedSpyMedicPyro { criteria ConceptPlayerCloakedSpy IsPyro IsOnMedic Response PlayerCloakedSpyMedicPyro } Response PlayerCloakedSpyPyroPyro { scene "scenes/Player/Pyro/low/1438.vcd" } Rule PlayerCloakedSpyPyroPyro { criteria ConceptPlayerCloakedSpy IsPyro IsOnPyro Response PlayerCloakedSpyPyroPyro } Response PlayerCloakedSpyScoutPyro { scene "scenes/Player/Pyro/low/1432.vcd" } Rule PlayerCloakedSpyScoutPyro { criteria ConceptPlayerCloakedSpy IsPyro IsOnScout Response PlayerCloakedSpyScoutPyro } Response PlayerCloakedSpySniperPyro { scene "scenes/Player/Pyro/low/1448.vcd" } Rule PlayerCloakedSpySniperPyro { criteria ConceptPlayerCloakedSpy IsPyro IsOnSniper Response PlayerCloakedSpySniperPyro } Response PlayerCloakedSpySpyPyro { scene "scenes/Player/Pyro/low/1442.vcd" } Rule PlayerCloakedSpySpyPyro { criteria ConceptPlayerCloakedSpy IsPyro IsOnSpy Response PlayerCloakedSpySpyPyro } //-------------------------------------------------------------------------------------------------------------- // Auto Speech //-------------------------------------------------------------------------------------------------------------- Response HealThanksPyro { scene "scenes/Player/Pyro/low/1552.vcd" } Rule HealThanksPyro { criteria ConceptMedicChargeStopped IsPyro SuperHighHealthContext PyroNotSaidHealThanks 50PercentChance ApplyContext "PyroSaidHealThanks:1:20" Response HealThanksPyro } Response PlayerRoundStartPyro { scene "scenes/Player/Pyro/low/1418.vcd" predelay "1.0, 5.0" scene "scenes/Player/Pyro/low/1419.vcd" predelay "1.0, 5.0" } Rule PlayerRoundStartPyro { criteria ConceptPlayerRoundStart IsPyro Response PlayerRoundStartPyro } Response PlayerCappedIntelligencePyro { scene "scenes/Player/Pyro/low/1409.vcd" } Rule PlayerCappedIntelligencePyro { criteria ConceptPlayerCapturedIntelligence IsPyro Response PlayerCappedIntelligencePyro } Response PlayerCapturedPointPyro { scene "scenes/Player/Pyro/low/1406.vcd" } Rule PlayerCapturedPointPyro { criteria ConceptPlayerCapturedPoint IsPyro Response PlayerCapturedPointPyro } Response PlayerSuddenDeathPyro { scene "scenes/Player/Pyro/low/1476.vcd" scene "scenes/Player/Pyro/low/1477.vcd" } Rule PlayerSuddenDeathPyro { criteria ConceptPlayerSuddenDeathStart IsPyro Response PlayerSuddenDeathPyro } Response PlayerStalematePyro { scene "scenes/Player/Pyro/low/1412.vcd" } Rule PlayerStalematePyro { criteria ConceptPlayerStalemate IsPyro Response PlayerStalematePyro } Response PlayerTeleporterThanksPyro { scene "scenes/Player/Pyro/low/1555.vcd" } Rule PlayerTeleporterThanksPyro { criteria ConceptTeleported IsNotEngineer IsPyro 30PercentChance Response PlayerTeleporterThanksPyro } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Combat //-------------------------------------------------------------------------------------------------------------- Response DefendOnThePointPyro { scene "scenes/Player/Pyro/low/1531.vcd" } Rule DefendOnThePointPyro { criteria ConceptFireWeapon IsPyro IsOnFriendlyControlPoint NotDefendOnThePointSpeech ApplyContext "DefendOnThePointSpeech:1:30" applycontexttoworld Response DefendOnThePointPyro } Response KilledPlayerManyPyro { scene "scenes/Player/Pyro/low/1534.vcd" } Rule KilledPlayerManyPyro { criteria ConceptKilledPlayer IsManyRecentKills 30PercentChance IsWeaponPrimary KilledPlayerDelay PyroNotKillSpeech IsPyro ApplyContext "PyroKillSpeech:1:10" Response KilledPlayerManyPyro } // Added back unused melee kill lines Response KilledPlayerMeleePyro { scene "scenes/Player/Pyro/low/1594.vcd" scene "scenes/Player/Pyro/low/1532.vcd" scene "scenes/Player/Pyro/low/1533.vcd" } Rule KilledPlayerMeleePyro { criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance IsWeaponMelee PyroNotKillSpeechMelee IsPyro ApplyContext "PyroKillSpeechMelee:1:10" Response KilledPlayerMeleePyro } // Custom stuff Response KilledPlayerAssistAutoPyro { scene "scenes/Player/Pyro/low/1529.vcd" predelay "2.5" } Rule KilledPlayerAssistAutoPyro { criteria ConceptKilledPlayer IsPyro IsBeingHealed IsManyRecentKills KilledPlayerDelay 20PercentChance PyroNotAssistSpeech ApplyContext "PyroAssistSpeech:1:20" Response KilledPlayerAssistAutoPyro } Response PyroJarateHit { scene "scenes/Player/Pyro/low/1412.vcd" scene "scenes/Player/Pyro/low/1416.vcd" } Rule PyroJarateHit { criteria ConceptJarateHit IsPyro 50PercentChance Response PyroJarateHit } Response InvulnerableSpeechPyro { scene "scenes/Player/Pyro/low/1517.vcd" scene "scenes/Player/Pyro/low/1485.vcd" } Rule InvulnerableSpeechPyro { criteria ConceptFireWeapon IsPyro IsInvulnerable PyroNotInvulnerableSpeech ApplyContext "PyroInvulnerableSpeech:1:30" Response InvulnerableSpeechPyro } // End custom Response PlayerKilledCapperPyro { scene "scenes/Player/Pyro/low/1421.vcd" } Rule PlayerKilledCapperPyro { criteria ConceptCapBlocked IsPyro ApplyContext "PyroKillSpeech:1:10" Response PlayerKilledCapperPyro } Response PlayerKilledDominatingPyro { scene "scenes/Player/Pyro/low/1450.vcd" predelay "2.5" scene "scenes/Player/Pyro/low/1482.vcd" predelay "2.5" scene "scenes/Player/Pyro/low/1483.vcd" predelay "2.5" scene "scenes/Player/Pyro/low/1485.vcd" predelay "2.5" } Rule PlayerKilledDominatingPyro { criteria ConceptKilledPlayer IsPyro IsDominated ApplyContext "PyroKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledDominatingPyro } Response PlayerKilledForRevengePyro { scene "scenes/Player/Pyro/low/1403.vcd" predelay "2.5" scene "scenes/Player/Pyro/low/1418.vcd" predelay "2.5" } Rule PlayerKilledForRevengePyro { criteria ConceptKilledPlayer IsPyro IsRevenge ApplyContext "PyroKillSpeech:1:10" ApplyContext "IsDominating:1:10" Response PlayerKilledForRevengePyro } //-------------------------------------------------------------------------------------------------------------- // Auto Speech Pain //-------------------------------------------------------------------------------------------------------------- Response PlayerAttackerPainPyro { scene "scenes/Player/Pyro/low/1581.vcd" scene "scenes/Player/Pyro/low/1582.vcd" scene "scenes/Player/Pyro/low/1583.vcd" scene "scenes/Player/Pyro/low/1591.vcd" scene "scenes/Player/Pyro/low/1592.vcd" scene "scenes/Player/Pyro/low/1593.vcd" } Rule PlayerAttackerPainPyro { criteria ConceptAttackerPain IsPyro IsNotDominating Response PlayerAttackerPainPyro } Response PlayerOnFirePyro { scene "scenes/Player/Pyro/low/1415.vcd" scene "scenes/Player/Pyro/low/1416.vcd" } Rule PlayerOnFirePyro { criteria ConceptFire IsPyro PyroIsNotStillonFire IsNotDominating ApplyContext "PyroOnFire:1:7" Response PlayerOnFirePyro } Response PlayerPainPyro { scene "scenes/Player/Pyro/low/1584.vcd" scene "scenes/Player/Pyro/low/1585.vcd" scene "scenes/Player/Pyro/low/1586.vcd" scene "scenes/Player/Pyro/low/1587.vcd" scene "scenes/Player/Pyro/low/1588.vcd" scene "scenes/Player/Pyro/low/1589.vcd" scene "scenes/Player/Pyro/low/1590.vcd" } Rule PlayerPainPyro { criteria ConceptPain IsPyro IsNotDominating Response PlayerPainPyro } Response PlayerStillOnFirePyro { scene "scenes/Player/Pyro/low/1930.vcd" } Rule PlayerStillOnFirePyro { criteria ConceptFire IsPyro PyroIsStillonFire IsNotDominating ApplyContext "PyroOnFire:1:7" Response PlayerStillOnFirePyro } //-------------------------------------------------------------------------------------------------------------- // Duel Speech //-------------------------------------------------------------------------------------------------------------- Response AcceptedDuelPyro { scene "scenes/Player/Pyro/low/1415.vcd" scene "scenes/Player/Pyro/low/1534.vcd" scene "scenes/Player/Pyro/low/1550.vcd" } Rule AcceptedDuelPyro { criteria ConceptIAcceptDuel IsPyro Response AcceptedDuelPyro } Response MeleeDarePyro { scene "scenes/Player/Pyro/low/1409.vcd" scene "scenes/Player/Pyro/low/1499.vcd" scene "scenes/Player/Pyro/low/1529.vcd" scene "scenes/Player/Pyro/low/1552.vcd" scene "scenes/Player/Pyro/low/1555.vcd" } Rule MeleeDarePyro { criteria ConceptRequestDuel IsPyro Response MeleeDarePyro } Response RejectedDuelPyro { scene "scenes/Player/Pyro/low/1412.vcd" scene "scenes/Player/Pyro/low/1419.vcd" scene "scenes/Player/Pyro/low/1432.vcd" scene "scenes/Player/Pyro/low/1466.vcd" scene "scenes/Player/Pyro/low/1469.vcd" } Rule RejectedDuelPyro { criteria ConceptDuelRejected IsPyro Response RejectedDuelPyro } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 1 //-------------------------------------------------------------------------------------------------------------- Response PlayerGoPyro { scene "scenes/Player/Pyro/low/1451.vcd" } Rule PlayerGoPyro { criteria ConceptPlayerGo IsPyro Response PlayerGoPyro } Response PlayerHeadLeftPyro { scene "scenes/Player/Pyro/low/1457.vcd" } Rule PlayerHeadLeftPyro { criteria ConceptPlayerLeft IsPyro Response PlayerHeadLeftPyro } Response PlayerHeadRightPyro { scene "scenes/Player/Pyro/low/1460.vcd" } Rule PlayerHeadRightPyro { criteria ConceptPlayerRight IsPyro Response PlayerHeadRightPyro } Response PlayerHelpPyro { scene "scenes/Player/Pyro/low/1463.vcd" } Rule PlayerHelpPyro { criteria ConceptPlayerHelp IsPyro Response PlayerHelpPyro } Response PlayerHelpCapturePyro { scene "scenes/Player/Pyro/low/1466.vcd" } Rule PlayerHelpCapturePyro { criteria ConceptPlayerHelp IsPyro IsOnCappableControlPoint ApplyContext "PyroHelpCap:1:10" Response PlayerHelpCapturePyro } Response PlayerHelpCapture2Pyro { scene "scenes/Player/Pyro/low/1531.vcd" } Rule PlayerHelpCapture2Pyro { criteria ConceptPlayerHelp IsPyro IsOnCappableControlPoint IsHelpCapPyro Response PlayerHelpCapture2Pyro } Response PlayerHelpDefendPyro { scene "scenes/Player/Pyro/low/1469.vcd" } Rule PlayerHelpDefendPyro { criteria ConceptPlayerHelp IsPyro IsOnFriendlyControlPoint Response PlayerHelpDefendPyro } Response PlayerMedicPyro { scene "scenes/Player/Pyro/low/1489.vcd" } Rule PlayerMedicPyro { criteria ConceptPlayerMedic IsPyro Response PlayerMedicPyro } Response PlayerAskForBallPyro { scene "scenes/Player/Pyro/low/1489.vcd" } Rule PlayerAskForBallPyro { criteria ConceptPlayerAskForBall IsPyro Response PlayerAskForBallPyro } Response PlayerMoveUpPyro { scene "scenes/Player/Pyro/low/1492.vcd" } Rule PlayerMoveUpPyro { criteria ConceptPlayerMoveUp IsPyro Response PlayerMoveUpPyro } Response PlayerNoPyro { scene "scenes/Player/Pyro/low/1507.vcd" } Rule PlayerNoPyro { criteria ConceptPlayerNo IsPyro Response PlayerNoPyro } Response PlayerThanksPyro { scene "scenes/Player/Pyro/low/1550.vcd" } Rule PlayerThanksPyro { criteria ConceptPlayerThanks IsPyro Response PlayerThanksPyro } // Custom Assist kill response // As there is no actual concept for assist kills, this is the second best method. // Say thanks after you kill more than one person. Response KilledPlayerAssistPyro { scene "scenes/Player/Pyro/low/1529.vcd" } Rule KilledPlayerAssistPyro { criteria ConceptPlayerThanks IsPyro IsARecentKill KilledPlayerDelay PyroNotAssistSpeech ApplyContext "PyroAssistSpeech:1:20" Response KilledPlayerAssistPyro } // End custom Response PlayerYesPyro { scene "scenes/Player/Pyro/low/1558.vcd" } Rule PlayerYesPyro { criteria ConceptPlayerYes IsPyro Response PlayerYesPyro } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 2 //-------------------------------------------------------------------------------------------------------------- Response PlayerActivateChargePyro { scene "scenes/Player/Pyro/low/1403.vcd" } Rule PlayerActivateChargePyro { criteria ConceptPlayerActivateCharge IsPyro Response PlayerActivateChargePyro } Response PlayerCloakedSpyPyro { scene "scenes/Player/Pyro/low/1429.vcd" } Rule PlayerCloakedSpyPyro { criteria ConceptPlayerCloakedSpy IsPyro Response PlayerCloakedSpyPyro } Response PlayerDispenserHerePyro { scene "scenes/Player/Pyro/low/1493.vcd" } Rule PlayerDispenserHerePyro { criteria ConceptPlayerDispenserHere IsPyro Response PlayerDispenserHerePyro } Response PlayerIncomingPyro { scene "scenes/Player/Pyro/low/1472.vcd" } Rule PlayerIncomingPyro { criteria ConceptPlayerIncoming IsPyro Response PlayerIncomingPyro } Response PlayerSentryAheadPyro { scene "scenes/Player/Pyro/low/1515.vcd" } Rule PlayerSentryAheadPyro { criteria ConceptPlayerSentryAhead IsPyro Response PlayerSentryAheadPyro } Response PlayerSentryHerePyro { scene "scenes/Player/Pyro/low/1495.vcd" } Rule PlayerSentryHerePyro { criteria ConceptPlayerSentryHere IsPyro Response PlayerSentryHerePyro } Response PlayerTeleporterHerePyro { scene "scenes/Player/Pyro/low/1497.vcd" } Rule PlayerTeleporterHerePyro { criteria ConceptPlayerTeleporterHere IsPyro Response PlayerTeleporterHerePyro } //-------------------------------------------------------------------------------------------------------------- // Speech Menu 3 //-------------------------------------------------------------------------------------------------------------- Response PlayerBattleCryPyro { scene "scenes/Player/Pyro/low/1418.vcd" scene "scenes/Player/Pyro/low/1419.vcd" } Rule PlayerBattleCryPyro { criteria ConceptPlayerBattleCry IsPyro Response PlayerBattleCryPyro } // Custom stuff - melee dare // Look at enemy, then do battle cry voice command while holding a melee weapon. Response MeleeDareCombatPyro { scene "scenes/Player/Pyro/low/1409.vcd" scene "scenes/Player/Pyro/low/1517.vcd" scene "scenes/Player/Pyro/low/1482.vcd" } Rule MeleeDareCombatPyro { criteria ConceptPlayerBattleCry IsWeaponMelee IsPyro IsCrosshairEnemy Response MeleeDareCombatPyro } //End custom Response PlayerCheersPyro { scene "scenes/Player/Pyro/low/1421.vcd" } Rule PlayerCheersPyro { criteria ConceptPlayerCheers IsPyro Response PlayerCheersPyro } Response PlayerGoodJobPyro { scene "scenes/Player/Pyro/low/1454.vcd" } Rule PlayerGoodJobPyro { criteria ConceptPlayerGoodJob IsPyro Response PlayerGoodJobPyro } Response PlayerJeersPyro { scene "scenes/Player/Pyro/low/1476.vcd" scene "scenes/Player/Pyro/low/1477.vcd" } Rule PlayerJeersPyro { criteria ConceptPlayerJeers IsPyro Response PlayerJeersPyro } Response PlayerLostPointPyro { scene "scenes/Player/Pyro/low/1499.vcd" } Rule PlayerLostPointPyro { criteria ConceptPlayerLostPoint IsPyro Response PlayerLostPointPyro } Response PlayerNegativePyro { scene "scenes/Player/Pyro/low/1499.vcd" } Rule PlayerNegativePyro { criteria ConceptPlayerNegative IsPyro Response PlayerNegativePyro } Response PlayerNiceShotPyro { scene "scenes/Player/Pyro/low/1504.vcd" } Rule PlayerNiceShotPyro { criteria ConceptPlayerNiceShot IsPyro Response PlayerNiceShotPyro } Response PlayerPositivePyro { scene "scenes/Player/Pyro/low/1510.vcd" } Response PlayerTauntsPyro { scene "scenes/Player/Pyro/low/1563.vcd" scene "scenes/Player/Pyro/low/1595.vcd" scene "scenes/Player/Pyro/low/1487.vcd" } Rule PlayerPositivePyro { criteria ConceptPlayerPositive IsPyro Response PlayerPositivePyro Response PlayerTauntsPyro }