Template:PatchDiff/June 3, 2011 Patch/team fortress 2 content.gcf/tf/scripts/talker/Scout.txt

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1919Criterion "NotSaidScoutHitBallSpeech" "ScoutHitBallSpeech" "!=1" "required"
2020Criterion "NotScoutGrabbedIntelligence" "ScoutGrabbedIntelligence" "!=1" "required"
2121Criterion "ScoutIsNotInvuln" "ScoutInvuln" "!=1" "required"
N/A22//Custom stuff
N/A23Criterion "ScoutNotInvulnerableSpeech" "ScoutInvulnerableSpeech" "!=1" "required" weight 0
N/A24Criterion "ScoutNotAssistSpeech" "ScoutAssistSpeech" "!=1" "required" weight 0
N/A25Criterion "ScoutNotDoubleJumpSpeech" "ScoutDoubleJumpSpeech" "!=1" "required" weight 0
N/A26Criterion "ScoutNotAwardSpeech" "ScoutAwardSpeech" "!=1" "required" weight 0
N/A27Criterion "ScoutNotDrinkReadySpeech" "ScoutDrinkReadySpeech" "!=1" "required" weight 0
N/A28Criterion "ScoutIsNotCrit" "ScoutIsCrit" "1" "required" weight 0
N/A29Criterion "ScoutHasFired" "ScoutFired" "1" "required" weight 0
2230 
23N/A 
2431Response PlayerCloakedSpyDemomanScout
2532{
2633 scene "scenes/Player/Scout/low/386.vcd"
115122//--------------------------------------------------------------------------------------------------------------
116123// Auto Speech
117124//--------------------------------------------------------------------------------------------------------------
N/A125 
N/A126// Custom achievement stuff
N/A127Response AwardScout
N/A128{
N/A129 scene "scenes/Player/Scout/low/2501.vcd" predelay "2.5"
N/A130 scene "scenes/Player/Scout/low/2502.vcd" predelay "2.5"
N/A131 scene "scenes/Player/Scout/low/2503.vcd" predelay "2.5"
N/A132 scene "scenes/Player/Scout/low/2504.vcd" predelay "2.5"
N/A133 scene "scenes/Player/Scout/low/2505.vcd" predelay "2.5"
N/A134 scene "scenes/Player/Scout/low/2507.vcd" predelay "2.5"
N/A135 scene "scenes/Player/Scout/low/2509.vcd" predelay "2.5"
N/A136 scene "scenes/Player/Scout/low/2510.vcd" predelay "2.5"
N/A137 scene "scenes/Player/Scout/low/2511.vcd" predelay "2.5"
N/A138 scene "scenes/Player/Scout/low/2681.vcd" predelay "2.5"
N/A139 scene "scenes/Player/Scout/low/2682.vcd" predelay "2.5"
N/A140}
N/A141Rule AwardScout
N/A142{
N/A143 criteria ConceptAchievementAward IsScout ScoutNotAwardSpeech
N/A144 ApplyContext "ScoutAwardSpeech:1:10"
N/A145 ApplyContext "IsDominating:1:10"
N/A146 Response AwardScout
N/A147}
N/A148//End custom achievement
N/A149 
118150Response HealThanksScout
119151{
120152 scene "scenes/Player/Scout/low/510.vcd"
343375 Response DefendOnThePointScout
344376}
345377 
N/A378// Custom stuff
N/A379Response InvulnerableSpeechScout
N/A380{
N/A381 scene "scenes/Player/Scout/low/486.vcd"
N/A382 scene "scenes/Player/Scout/low/491.vcd"
N/A383 scene "scenes/Player/Scout/low/2505.vcd"
N/A384 scene "scenes/Player/Scout/low/499.vcd"
N/A385}
N/A386Rule InvulnerableSpeechScout
N/A387{
N/A388 criteria ConceptFireWeapon IsScout IsInvulnerable ScoutNotInvulnerableSpeech
N/A389 ApplyContext "ScoutInvulnerableSpeech:1:30"
N/A390 Response InvulnerableSpeechScout
N/A391}
N/A392 
N/A393Response KilledPlayerAssistAutoScout
N/A394{
N/A395 scene "scenes/Player/Scout/low/487.vcd" predelay "2.5"
N/A396 scene "scenes/Player/Scout/low/488.vcd" predelay "2.5"
N/A397}
N/A398Rule KilledPlayerAssistAutoScout
N/A399{
N/A400 criteria ConceptKilledPlayer IsScout IsBeingHealed IsManyRecentKills KilledPlayerDelay 20PercentChance ScoutNotAssistSpeech
N/A401 ApplyContext "ScoutAssistSpeech:1:20"
N/A402 Response KilledPlayerAssistAutoScout
N/A403}
N/A404 
N/A405Response KilledPlayerPyroScout
N/A406{
N/A407 scene "scenes/player/Scout/low/2688.vcd"
N/A408}
N/A409Rule KilledPlayerPyroScout
N/A410{
N/A411 criteria ConceptKilledPlayer KilledPlayerDelay IsScout 30PercentChance IsVictimPyro IsWeaponPrimary ScoutNotKillSpeech
N/A412 ApplyContext "ScoutKillSpeech:1:10"
N/A413 Response KilledPlayerPyroScout
N/A414}
N/A415 
N/A416Response KilledPlayerScoutScout
N/A417{
N/A418 scene "scenes/player/Scout/low/2687.vcd"
N/A419}
N/A420Rule KilledPlayerScoutScout
N/A421{
N/A422 criteria ConceptKilledPlayer KilledPlayerDelay IsScout 30PercentChance IsVictimScout IsWeaponPrimary ScoutNotKillSpeech
N/A423 ApplyContext "ScoutKillSpeech:1:10"
N/A424 Response KilledPlayerScoutScout
N/A425}
N/A426// End custom stuff
N/A427 
N/A428 
346429Response KilledPlayerManyScout
347430{
348431 scene "scenes/Player/Scout/low/396.vcd"
359442Rule KilledPlayerManyScout
360443{
361444 criteria ConceptKilledPlayer IsManyRecentKills 30PercentChance IsWeaponPrimary KilledPlayerDelay ScoutNotKillSpeech IsScout
362N/A ApplyContext "ScoutKillSpeech:1:10"
363N/A applycontexttoworld
N/A445 ApplyContext "ScoutKillSpeech:1:5"
364446 Response KilledPlayerManyScout
365447}
366448 
367N/AResponse KilledPlayerMeleeScout
N/A449// Custom modified stuff
N/A450// Modified to split into groups
N/A451// Baseball bats use generic and bat lines
N/A452// Candy, Basher, Fish and Mace will use their own lines in addition to the generic lines
N/A453 
N/A454Response KilledPlayerMeleeBatScout
368455{
369N/A scene "scenes/Player/Scout/low/476.vcd"
370N/A scene "scenes/Player/Scout/low/477.vcd"
371456 scene "scenes/Player/Scout/low/479.vcd"
372457 scene "scenes/Player/Scout/low/482.vcd"
373458 scene "scenes/Player/Scout/low/481.vcd"
374459 scene "scenes/Player/Scout/low/483.vcd"
N/A460 scene "scenes/Player/Scout/low/501.vcd"
N/A461}
N/A462 
N/A463Response KilledPlayerMeleeGenericScout
N/A464{
N/A465 scene "scenes/Player/Scout/low/476.vcd"
N/A466 scene "scenes/Player/Scout/low/477.vcd"
375467 scene "scenes/Player/Scout/low/484.vcd"
376468 scene "scenes/Player/Scout/low/498.vcd"
377N/A scene "scenes/Player/Scout/low/501.vcd"
378469}
379N/ARule KilledPlayerMeleeScout
N/A470 
N/A471// This rule excludes all weapons that are not the Sandman or vanilla bat
N/A472 
N/A473Rule KilledPlayerMeleeBatScout
380474{
381N/A criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance IsWeaponMelee ScoutNotKillSpeechMelee IsScout
N/A475 criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance IsWeaponMelee WeaponIsNotCandy WeaponIsNotBasher WeaponIsNotMace WeaponIsNotFish ScoutNotKillSpeechMelee IsScout
382476 ApplyContext "ScoutKillSpeechMelee:1:10"
383N/A applycontexttoworld
384N/A Response KilledPlayerMeleeScout
N/A477 Response KilledPlayerMeleeBatScout
N/A478 Response KilledPlayerMeleeGenericScout
385479}
386480 
N/A481Response KilledPlayerMeleeBasherScout
N/A482{
N/A483 scene "scenes/player/Scout/low/2586.vcd"
N/A484 scene "scenes/player/Scout/low/2643.vcd"
N/A485}
N/A486 
N/A487Rule KilledPlayerMeleeBasherScout
N/A488{
N/A489 criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance IsWeaponMelee WeaponIsBasher ScoutNotKillSpeechMelee IsScout
N/A490 ApplyContext "ScoutKillSpeechMelee:1:10"
N/A491 Response KilledPlayerMeleeBasherScout
N/A492 Response KilledPlayerMeleeGenericScout
N/A493}
N/A494 
N/A495Response KilledPlayerMeleeCandyScout
N/A496{
N/A497 scene "scenes/player/Scout/low/377.vcd"
N/A498 scene "scenes/player/Scout/low/503.vcd"
N/A499 scene "scenes/player/Scout/low/505.vcd"
N/A500}
N/A501 
N/A502Rule KilledPlayerMeleeCandyScout
N/A503{
N/A504 criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance IsWeaponMelee WeaponIsCandy ScoutNotKillSpeechMelee IsScout
N/A505 ApplyContext "ScoutKillSpeechMelee:1:10"
N/A506 Response KilledPlayerMeleeCandyScout
N/A507 Response KilledPlayerMeleeGenericScout
N/A508}
N/A509 
N/A510Response KilledPlayerMeleeMaceScout
N/A511{
N/A512 scene "scenes/player/Scout/low/2560.vcd"
N/A513 scene "scenes/player/Scout/low/1289.vcd"
N/A514 scene "scenes/player/Scout/low/2706.vcd"
N/A515}
N/A516 
N/A517Rule KilledPlayerMeleeMaceScout
N/A518{
N/A519 criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance IsWeaponMelee WeaponIsMace ScoutNotKillSpeechMelee IsScout
N/A520 ApplyContext "ScoutKillSpeechMelee:1:10"
N/A521 Response KilledPlayerMeleeMaceScout
N/A522 Response KilledPlayerMeleeGenericScout
N/A523}
N/A524 
N/A525Response KilledPlayerMeleeFishScout
N/A526{
N/A527 scene "scenes/player/Scout/low/433.vcd"
N/A528 scene "scenes/player/Scout/low/435.vcd"
N/A529 scene "scenes/player/Scout/low/1308.vcd"
N/A530 scene "scenes/player/Scout/low/2554.vcd"
N/A531}
N/A532 
N/A533Rule KilledPlayerMeleeFishScout
N/A534{
N/A535 criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance IsWeaponMelee WeaponIsHolyMackerel ScoutNotKillSpeechMelee IsScout
N/A536 ApplyContext "ScoutKillSpeechMelee:1:10"
N/A537 Response KilledPlayerMeleeFishScout
N/A538 Response KilledPlayerMeleeGenericScout
N/A539}
N/A540 
N/A541// A rule for the Scout Gunbai
N/A542// it will share with the Fish as getting killed by this must be very humiliating
N/A543// even moreso than the Fish
N/A544Rule KilledPlayerMeleeGunbaiScout
N/A545{
N/A546 criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance IsWeaponMelee WeaponIsGunbai ScoutNotKillSpeechMelee IsScout
N/A547 ApplyContext "ScoutKillSpeechMelee:1:10"
N/A548 Response KilledPlayerMeleeFishScout
N/A549 Response KilledPlayerMeleeGenericScout
N/A550}
N/A551 
387552Response KilledPlayerMeleeScoutFatScout
388553{
389554 scene "scenes/Player/Scout/low/475.vcd"
392557{
393558 criteria ConceptKilledPlayer KilledPlayerDelay 75PercentChance IsWeaponMelee ScoutNotKillSpeechMeleeFat IsScout IsVictimHeavy
394559 ApplyContext "ScoutKillSpeechMeleeFat:1:10"
395N/A applycontexttoworld
396560 Response KilledPlayerMeleeScoutFatScout
397561}
398562 
410574 Response MedicFollowScout
411575}
412576 
N/A577Response ScoutJarateHit
N/A578{
N/A579 scene "scenes/Player/Scout/low/364.vcd"
N/A580 scene "scenes/Player/Scout/low/426.vcd"
N/A581 scene "scenes/Player/Scout/low/450.vcd"
N/A582 scene "scenes/Player/Scout/low/451.vcd"
N/A583}
N/A584Rule ScoutJarateHit
N/A585{
N/A586 criteria ConceptJarateHit IsScout
N/A587 Response ScoutJarateHit
N/A588}
N/A589 
413590Response PlayerBeingShotInvincibleScout
414591{
415592 scene "scenes/Player/Scout/low/2632.vcd"
453630}
454631Rule PlayerBeingShotInvincibleScout
455632{
456N/A criteria ConceptDodgeShot IsScout
N/A633 criteria ConceptDodgeShot IsScout LoadoutIsDrink // Exclude Crit-a-Cola
457634 Response PlayerBeingShotInvincibleScout
458635}
459636 
467644}
468645Rule PlayerDodgingScout
469646{
470N/A criteria ConceptDodging IsScout ScoutIsNotInvuln
N/A647 criteria ConceptDodging IsScout ScoutIsNotInvuln LoadoutIsDrink // Exclude Crit-a-Cola
471648 ApplyContext "ScoutInvuln:1:20"
472649 Response PlayerDodgingScout
473650}
485662 Response PlayerDoubleJumpScout
486663}
487664 
N/A665// Custom Stuff
N/A666// Double jump response
N/A667Response DoubleJumpScout
N/A668{
N/A669 scene "scenes/Player/Scout/low/2624.vcd"
N/A670 scene "scenes/Player/Scout/low/2625.vcd"
N/A671 scene "scenes/Player/Scout/low/2627.vcd"
N/A672 scene "scenes/Player/Scout/low/2685.vcd"
N/A673 scene "scenes/Player/Scout/low/2689.vcd"
N/A674}
N/A675Rule DoubleJumpScout
N/A676{
N/A677 criteria ConceptDoubleJump IsScout IsNotDoubleJumping WeaponIsNotScattergunDouble ScoutHasFired ScoutNotDoubleJumpSpeech 10PercentChance
N/A678 ApplyContext "ScoutDoubleJumpSpeech:1:15"
N/A679 Response DoubleJumpScout
N/A680}
N/A681 
N/A682// Invincible not ready
N/A683Response DrinkNotReady
N/A684{
N/A685 scene "scenes/player/Scout/low/2732.vcd"
N/A686 scene "scenes/player/Scout/low/2733.vcd"
N/A687 scene "scenes/player/Scout/low/2734.vcd"
N/A688 scene "scenes/player/Scout/low/2774.vcd"
N/A689 scene "scenes/player/Scout/low/2775.vcd"
N/A690 scene "scenes/player/Scout/low/2776.vcd"
N/A691}
N/A692Rule DrinkNotReady
N/A693{
N/A694 criteria ConceptPain IsScout WeaponIsLunchboxDrink BonkHealthContext ScoutNotDrinkReadySpeech LoadoutIsDrink // Exclude Crit-a-Cola
N/A695 ApplyContext "ScoutDrinkReadySpeech:1:5"
N/A696 Response DrinkNotReady
N/A697}
N/A698 
N/A699// Crit-a-Cola lines
N/A700//
N/A701// Explanation:
N/A702//
N/A703// When the player drinks the cola, a context called ScoutIsCrit is set to 1 for 3-ish seconds in tf.txt (saves having the rule duped here)
N/A704// This is then picked up by the Rule PlayerCritColaVocalScout, which checks if the player has fired their weapon.
N/A705// If they have fired, then the rule checks the ScoutIsNotCrit, which has just been set to 1 during the drinking
N/A706// of the cola. Therefore, if the player fires during this period, they will say the response.
N/A707//
N/A708// We then changed the PostTired response for the cola for teh lulz.
N/A709//
N/A710// This is a tricky workaround, but necessary as we cannot 'layer' vcds (i.e. play one vcd on top of the other)
N/A711 
N/A712// These are the reesponses we play when firing under the effects.
N/A713Response PlayerCritColaVocalScout
N/A714{
N/A715 scene "scenes/player/Scout/low/507.vcd"
N/A716 scene "scenes/player/Scout/low/2510.vcd"
N/A717 scene "scenes/player/Scout/low/396.vcd"
N/A718}
N/A719Rule PlayerCritColaVocalScout
N/A720{
N/A721 criteria ConceptFireWeapon IsScout LoadoutIsCritDrink ScoutIsNotCrit // The crit context is read in here via this criterion, which is set at the top of the file
N/A722 Response PlayerCritColaVocalScout
N/A723}
N/A724 
N/A725// Here we alter what he says after the effects finish.
N/A726// Note this is 50PercentChance, so he has 50% chance of just doing the normal tired breathing.
N/A727Response PostCritScout
N/A728{
N/A729 scene "scenes/player/Scout/low/2734.vcd"
N/A730 scene "scenes/player/Scout/low/2774.vcd"
N/A731 scene "scenes/player/Scout/low/2775.vcd"
N/A732 scene "scenes/player/Scout/low/2776.vcd"
N/A733}
N/A734 
N/A735Rule PostCritScout
N/A736{
N/A737 criteria ConceptTired IsScout 50PercentChance LoadoutIsCritDrink
N/A738 Response PostCritScout
N/A739}
N/A740 
N/A741// Milk toss
N/A742Response MilkLaunchScout
N/A743{
N/A744 scene "scenes/player/Scout/low/504.vcd"
N/A745 scene "scenes/player/Scout/low/2705.vcd"
N/A746 scene "scenes/player/Scout/low/2604.vcd"
N/A747}
N/A748Rule MilkLaunchScout
N/A749{
N/A750 criteria ConceptJarateLaunch IsScout
N/A751 Response MilkLaunchScout
N/A752}
N/A753 
N/A754// End custom
N/A755 
488756Response PlayerKilledCapperScout
489757{
490758 scene "scenes/Player/Scout/low/359.vcd"
503771 Response PlayerKilledCapperScout
504772}
505773 
N/A774// Custom stuff
N/A775// The other 2 unimplemented dominations do not have respective vcds.
N/A776// Will build them sometime later.
N/A777Response PlayerKilledDominatingScout
N/A778{
N/A779 scene "scenes/Player/Scout/low/2551.vcd" predelay "2.5"
N/A780}
N/A781Rule PlayerKilledDominatingScout
N/A782{
N/A783 criteria ConceptKilledPlayer IsScout IsDominated
N/A784 ApplyContext "ScoutKillSpeech:1:10"
N/A785 Response PlayerKilledDominatingScout
N/A786}
N/A787 
N/A788Response PlayerKilledDominatingBatScout
N/A789{
N/A790 scene "scenes/player/scout/low/2648.vcd" predelay "2.5"
N/A791 scene "scenes/player/scout/low/2643.vcd" predelay "2.5"
N/A792}
N/A793Rule PlayerKilledDominatingBatScout
N/A794{
N/A795 criteria ConceptKilledPlayer IsScout IsDominated IsWeaponMelee
N/A796 ApplyContext "ScoutKillSpeech:1:10"
N/A797 ApplyContext "IsDominating:1:10"
N/A798 Response PlayerKilledDominatingBatScout
N/A799}
N/A800//End custom
N/A801 
506802Response PlayerKilledDominatingDemomanScout
507803{
508804 scene "scenes/Player/Scout/low/2763.vcd" predelay "2.5"
517813{
518814 criteria ConceptKilledPlayer IsScout IsDominated IsVictimDemoman
519815 ApplyContext "ScoutKillSpeech:1:10"
N/A816 ApplyContext "IsDominating:1:10"
520817 Response PlayerKilledDominatingDemomanScout
521818}
522819 
534831{
535832 criteria ConceptKilledPlayer IsScout IsDominated IsVictimEngineer
536833 ApplyContext "ScoutKillSpeech:1:10"
N/A834 ApplyContext "IsDominating:1:10"
537835 Response PlayerKilledDominatingEngineerScout
538836}
539837 
553851 scene "scenes/Player/Scout/low/2712.vcd" predelay "2.5"
554852 scene "scenes/Player/Scout/low/2713.vcd" predelay "2.5"
555853 scene "scenes/Player/Scout/low/2642.vcd" predelay "2.5"
556N/A scene "scenes/Player/Scout/low/2643.vcd" predelay "2.5"
557854}
558855Rule PlayerKilledDominatingHeavyScout
559856{
560857 criteria ConceptKilledPlayer IsScout IsDominated IsVictimHeavy
561858 ApplyContext "ScoutKillSpeech:1:10"
N/A859 ApplyContext "IsDominating:1:10"
562860 Response PlayerKilledDominatingHeavyScout
563861}
564862 
578876{
579877 criteria ConceptKilledPlayer IsScout IsDominated IsVictimMedic
580878 ApplyContext "ScoutKillSpeech:1:10"
N/A879 ApplyContext "IsDominating:1:10"
581880 Response PlayerKilledDominatingMedicScout
582881}
583882 
595894{
596895 criteria ConceptKilledPlayer IsScout IsDominated IsVictimPyro
597896 ApplyContext "ScoutKillSpeech:1:10"
N/A897 ApplyContext "IsDominating:1:10"
598898 Response PlayerKilledDominatingPyroScout
599899}
600900 
615915{
616916 criteria ConceptKilledPlayer IsScout IsDominated IsVictimScout
617917 ApplyContext "ScoutKillSpeech:1:10"
N/A918 ApplyContext "IsDominating:1:10"
618919 Response PlayerKilledDominatingScoutScout
619920}
620921 
631932{
632933 criteria ConceptKilledPlayer IsScout IsDominated IsVictimSniper
633934 ApplyContext "ScoutKillSpeech:1:10"
N/A935 ApplyContext "IsDominating:1:10"
634936 Response PlayerKilledDominatingSniperScout
635937}
636938 
647949{
648950 criteria ConceptKilledPlayer IsScout IsDominated IsVictimSoldier
649951 ApplyContext "ScoutKillSpeech:1:10"
N/A952 ApplyContext "IsDominating:1:10"
650953 Response PlayerKilledDominatingSoldierScout
651954}
652955 
663966{
664967 criteria ConceptKilledPlayer IsScout IsDominated IsVictimSpy
665968 ApplyContext "ScoutKillSpeech:1:10"
N/A969 ApplyContext "IsDominating:1:10"
666970 Response PlayerKilledDominatingSpyScout
667971}
668972 
688992{
689993 criteria ConceptKilledPlayer IsScout IsRevenge
690994 ApplyContext "ScoutKillSpeech:1:10"
N/A995 ApplyContext "IsDominating:1:10"
691996 Response PlayerKilledForRevengeScout
692997}
693998 
6991004{
7001005 criteria ConceptKilledObject IsScout 30PercentChance IsARecentKill
7011006 ApplyContext "ScoutKillSpeechObject:1:30"
702N/A applycontexttoworld
7031007 Response PlayerKilledObjectScout
7041008}
7051009 
7711075}
7721076Rule PlayerAttackerPainScout
7731077{
774N/A criteria ConceptAttackerPain IsScout
N/A1078 criteria ConceptAttackerPain IsScout IsNotDominating
7751079 Response PlayerAttackerPainScout
7761080}
7771081 
7811085}
7821086Rule PlayerOnFireScout
7831087{
784N/A criteria ConceptFire IsScout ScoutIsNotStillonFire
N/A1088 criteria ConceptFire IsScout ScoutIsNotStillonFire IsNotDominating
7851089 ApplyContext "ScoutOnFire:1:7"
7861090 Response PlayerOnFireScout
7871091}
7921096}
7931097Rule PlayerOnFireRareScout
7941098{
795N/A criteria ConceptFire IsScout 10PercentChance ScoutIsNotStillonFire
N/A1099 criteria ConceptFire IsScout 10PercentChance ScoutIsNotStillonFire IsNotDominating
7961100 ApplyContext "ScoutOnFire:1:7"
7971101 Response PlayerOnFireRareScout
7981102}
8101114}
8111115Rule PlayerPainScout
8121116{
813N/A criteria ConceptPain IsScout
N/A1117 criteria ConceptPain IsScout IsNotDominating
8141118 Response PlayerPainScout
8151119}
8161120 
8201124}
8211125Rule PlayerStillOnFireScout
8221126{
823N/A criteria ConceptFire IsScout ScoutIsStillonFire
N/A1127 criteria ConceptFire IsScout ScoutIsStillonFire IsNotDominating
8241128 ApplyContext "ScoutOnFire:1:7"
8251129 Response PlayerStillOnFireScout
8261130}
9441248 
9451249Response PlayerHelpCapture2Scout
9461250{
947N/A scene "scenes/Player/Scout/low/2568.vcd"
948N/A scene "scenes/Player/Scout/low/2569.vcd"
949N/A scene "scenes/Player/Scout/low/2570.vcd"
950N/A scene "scenes/Player/Scout/low/2572.vcd"
9511251 scene "scenes/Player/Scout/low/489.vcd"
9521252 scene "scenes/Player/Scout/low/1304.vcd"
9531253 scene "scenes/Player/Scout/low/1305.vcd"
9601260 Response PlayerHelpCapture2Scout
9611261}
9621262 
N/A1263// Custom stuff
N/A1264// Response for when the Scout is fighting on a cappable point
N/A1265Response PlayerGetOnPointScout
N/A1266{
N/A1267 scene "scenes/Player/Scout/low/2568.vcd"
N/A1268 scene "scenes/Player/Scout/low/2569.vcd"
N/A1269 scene "scenes/Player/Scout/low/2570.vcd"
N/A1270 scene "scenes/Player/Scout/low/2572.vcd"
N/A1271}
N/A1272 
N/A1273Rule PlayerGetOnPointScout
N/A1274{
N/A1275 criterion ConceptFireWeapon IsScout IsOnCappableControlPoint NotDefendOnThePointSpeech
N/A1276 ApplyContext "DefendOnThePointSpeech:1:15"
N/A1277 applycontexttoworld
N/A1278 Response PlayerGetOnPointScout
N/A1279}
N/A1280// End custom
N/A1281 
9631282Response PlayerHelpDefendScout
9641283{
9651284 scene "scenes/Player/Scout/low/410.vcd"
10191338 Response PlayerThanksScout
10201339}
10211340 
N/A1341// Custom Assist kill response
N/A1342// As there is no actual concept for assist kills, this is the second best method.
N/A1343// Say thanks after you kill more than one person.
N/A1344 
N/A1345Response KilledPlayerAssistScout
N/A1346{
N/A1347 scene "scenes/Player/Scout/low/487.vcd"
N/A1348 scene "scenes/Player/Scout/low/488.vcd"
N/A1349}
N/A1350Rule KilledPlayerAssistScout
N/A1351{
N/A1352 criteria ConceptPlayerThanks IsScout IsARecentKill KilledPlayerDelay ScoutNotAssistSpeech
N/A1353 ApplyContext "ScoutAssistSpeech:1:20"
N/A1354 Response KilledPlayerAssistScout
N/A1355}
N/A1356// End custom
N/A1357 
10221358Response PlayerYesScout
10231359{
10241360 scene "scenes/Player/Scout/low/516.vcd"
11321468 Response PlayerBattleCryScout
11331469}
11341470 
N/A1471// Custom stuff - melee dare
N/A1472// Look at enemy, then do battle cry voice command while holding a melee weapon.
N/A1473Response MeleeDareCombatScout
N/A1474{
N/A1475 scene "scenes/Player/Scout/low/2584.vcd"
N/A1476 scene "scenes/Player/Scout/low/2579.vcd"
N/A1477 scene "scenes/Player/Scout/low/2580.vcd"
N/A1478 scene "scenes/Player/Scout/low/2582.vcd"
N/A1479 scene "scenes/Player/Scout/low/2583.vcd"
N/A1480 scene "scenes/Player/Scout/low/2581.vcd"
N/A1481 scene "scenes/Player/Scout/low/2642.vcd"
N/A1482 scene "scenes/Player/Scout/low/500.vcd"
N/A1483 scene "scenes/Player/Scout/low/494.vcd"
N/A1484 scene "scenes/Player/Scout/low/496.vcd"
N/A1485}
N/A1486Rule MeleeDareCombatScout
N/A1487{
N/A1488 criteria ConceptPlayerBattleCry IsWeaponMelee IsScout IsCrosshairEnemy
N/A1489 Response MeleeDareCombatScout
N/A1490}
N/A1491//End custom
N/A1492 
11351493Response PlayerCheersScout
11361494{
11371495 scene "scenes/Player/Scout/low/372.vcd"
12281586 scene "scenes/Player/Scout/low/470.vcd"
12291587 scene "scenes/Player/Scout/low/471.vcd"
12301588}
1231N/ARule PlayerPositiveScout
1232N/A{
1233N/A criteria ConceptPlayerPositive IsScout
1234N/A Response PlayerPositiveScout
1235N/A}
12361589 
12371590Response PlayerTauntsScout
12381591{
12431596 scene "scenes/Player/Scout/low/1300.vcd"
12441597 scene "scenes/Player/Scout/low/1301.vcd"
12451598}
1246N/ARule PlayerTauntsScout
N/A1599Rule PlayerPositiveScout
12471600{
1248N/A criteria ConceptPlayerTaunts IsScout
N/A1601 criteria ConceptPlayerPositive IsScout
N/A1602 Response PlayerPositiveScout
12491603 Response PlayerTauntsScout
1250N/A}
1251N/A 
N/A1604}