//TEST VOICE //TEST schema AATEST volume -1 mono_loop 0 0 caveamb schema PAN_LEFT volume -500 mono_loop 0 0 pan -2000 waterlp1 schema Pan_vary volume -1 poly_loop 2 2000 2000 pan_range 2500 hstosto //ASLEEP schema t1asleep archetype AI_NONE volume -500 mono_loop 2000 3000 t1asleep schema_voice testvoice 1 sleeping //AT ALERT 0 schema t1at0 archetype AI_NONE volume -1 mono_loop 1000 1000 t1at0 schema_voice testvoice 1 atlevelzero //TO ALERT 1 schema t1to1 archetype AI_MINOR t1to1 schema_voice testvoice 1 tolevelone //TO ALERT 1 +heard schema t1to1h archetype AI_MINOR t1to1h schema_voice testvoice 3 tolevelone (Sense Sound) //TO ALERT 1 +sighted schema t1to1v archetype AI_MINOR t1to1v schema_voice testvoice 1 tolevelone (Sense Sight) //TO ALERT 1 +w/co schema t1to1_w archetype AI_MINOR t1to1_w schema_voice testvoice 3 tolevelone (NearbyFriends 0 20) //TO ALERT 1 +heard +w/co schema t1to1hw archetype AI_MINOR t1to1hw schema_voice testvoice 3 tolevelone (Sense Sound) (NearbyFriends 0 20) //TO ALERT 1 +sighted +w/co schema t1to1vw archetype AI_MINOR t1to1vw schema_voice testvoice 3 tolevelone (Sense Sight) (NearbyFriends 0 20) //AT ALERT 1 schema t1at1inv archetype AI_MINOR delay 5000 mono_loop 10000 20000 t1at1inv schema_voice testvoice 9 atlevelone (Investigate True) //AT ALERT 1 schema t1at1 archetype AI_MINOR delay 5000 mono_loop 5000 20000 t1at1 schema_voice testvoice 1 atlevelone //TO ALERT 2 schema t1to2 archetype AI_MAJOR t1to2 schema_voice testvoice 1 toleveltwo //TO ALERT 2 +heard schema t1to2h archetype AI_MAJOR t1to2h schema_voice testvoice 2 toleveltwo (Sense Sound) //TO ALERT 2 +sighted schema t1to2v archetype AI_MAJOR t1to2v schema_voice testvoice 1 toleveltwo (Sense Sight) //AT ALERT 2 INVESTIGATING schema t1at2inv archetype AI_MAJOR delay 5000 mono_loop 10000 20000 t1at2inv schema_voice testvoice 9 atleveltwo (Investigate True) //AT ALERT 2 schema t1at2 archetype AI_MAJOR delay 5000 mono_loop 20000 30000 t1at2 schema_voice testvoice 1 atleveltwo //TO ALERT 3 schema t1to3 archetype AI_MORE_MAJOR t1to3 schema_voice testvoice 1 tolevelthree //AT ALERT 3 INVESTIGATING schema t1at3inv archetype AI_MAJOR delay 5000 mono_loop 10000 20000 t1at3inv schema_voice testvoice 9 atlevelthree (Investigate True) //AT ALERT 3 schema t1at3 archetype AI_MAJOR delay 5000 mono_loop 5000 20000 t1at3 schema_voice testvoice 1 atlevelthree //SPOTTED THE PLAYER schema t1spot archetype AI_MORE_MAJOR t1spot schema_voice testvoice 1 spotplayer //SPOTTED THE PLAYER +body schema t1spotb archetype AI_MORE_MAJOR t1spotb schema_voice testvoice 9 spotplayer (CarryBody) //REACT 1ST WARNING schema t1rwarn archetype AI_MINOR t1rwarn schema_voice testvoice 1 reactwarn //REACT 2ND WARNING schema t1rwarn2 archetype AI_MAJOR t1rwarn2 schema_voice testvoice 1 reactwarn2 //REACT CHARGE schema t1rchg archetype AI_MORE_MAJOR t1rchg schema_voice testvoice 1 reactcharge //REACT CHARGE +w/co schema t1rchgw archetype AI_MORE_MAJOR t1rchgw schema_voice testvoice 2 reactcharge (NearbyFriends 0 20) //REACT SHOOT schema t1rshoot archetype AI_MORE_MAJOR t1rshoot schema_voice testvoice 1 reactshoot //REACT FRUSTRATION schema t1rfrust archetype AI_MORE_MAJOR t1rfrust schema_voice testvoice 1 outofreach //REACT RUN AWAY schema t1rrun archetype AI_MAJOR t1rrun schema_voice testvoice 1 reactrun //REACT I SOUND THE ALARM schema t1ralarm archetype AI_MAJOR t1ralarm schema_voice testvoice 1 reactalarm //REACT YOU GO SOUND THE ALARM +w/co schema t1ralarw archetype AI_MORE_MAJOR t1ralarw schema_voice testvoice 5 reactalarm (NearbyFriends 0 20) //REACT TELL FRIEND BY REVELATION +w/co schema t1spotw archetype AI_MORE_MAJOR t1spotw schema_voice testvoice 3 spotplayer (NearbyFriends 0 20) //REACT TELL FRIEND BY CONFIRMATION schema t1spotwr archetype AI_MORE_MAJOR t1spotwr schema_voice testvoice 4 spotplayer (NearbyFriends 0 20) (Reacquire true) //BACK TO ALERT 0 schema t1back archetype AI_NONE t1back schema_voice testvoice 1 backtozero //LOST CONTACT W/PLAYER schema t1lost archetype AI_MINOR t1lost schema_voice testvoice 1 lostcontact //FOUND BODY schema t1foubod archetype AI_MORE_MAJOR t1foubod schema_voice testvoice 1 foundbody //FOUND SOMETHING MISSING schema t1foumis archetype AI_MAJOR t1foumis schema_voice testvoice 1 foundmissing //FOUND A SMALL ANOMALY schema t1fousma archetype AI_MINOR t1fousma schema_voice testvoice 1 foundsmall //FOUND A LARGE ANOMALY schema t1foular archetype AI_MAJOR t1Foular schema_voice testvoice 1 foundlarge //FOUND A SECURITY BREACH schema t1foubre archetype AI_MORE_MAJOR t1foubre schema_voice testvoice 1 foundbreach //RECENTLY SAW THE PLAYER schema t1recint archetype AI_INFORM t1recint schema_voice testvoice 1 recentintruder //RECENTLY FOUND BODY schema t1recbod archetype AI_INFORM t1recbod schema_voice testvoice 1 recentbody //RECENTLY FOUND SOMETHING MISSING schema t1recmis archetype AI_INFORM t1recmis schema_voice testvoice 1 recentmissing //RECENTLY FOUND MISC ANAMOLY schema t1recoth archetype AI_INFORM t1recoth schema_voice testvoice 1 recentother //COMBAT //ATTACKING +not losing schema t1att archetype AI_COMBAT t1att schema_voice testvoice 1 comattack (ComBal Winning Even) //ATTACKING +not losing +w/co schema t1att_w archetype AI_COMBAT t1att_w schema_voice testvoice 2 comattack (ComBal Winning Even) (NearbyFriends 0 20) //ATTACKING +winning schema t1attw archetype AI_COMBAT t1attw schema_voice testvoice 2 comattack (ComBal Winning) //ATTACKING +winning +w/co schema t1attw archetype AI_COMBAT t1attw schema_voice testvoice 2 comattack (ComBal Winning) (NearbyFriends 0 20) //ATTACKING +losing schema t1attl archetype AI_COMBAT t1attl schema_voice testvoice 1 comattack (ComBal Losing) //ATTACKING +losing +w/co schema t1attlw archetype AI_COMBAT t1attlw schema_voice testvoice 2 comattack (ComBal Losing) (NearbyFriends 0 20) //SUCCESSFULLY HIT THE PLAYER schema t1suchit archetype AI_COMBAT t1suchit schema_voice testvoice 1 comsucchit //SUCCESSFULLY HIT THE PLAYER +w/co schema t1suchiw archetype AI_COMBAT t1suchiw schema_voice testvoice 2 comsucchit (NearbyFriends 0 20) //SUCCESSFULLY BLOCKED THE PLAYER schema t1sucblo archetype AI_COMBAT t1sucblo schema_voice testvoice 1 comsuccblock //SUCCESSFULLY BLOCKED THE PLAYER +w/co schema t1sucblw archetype AI_COMBAT t1sucblw schema_voice testvoice 2 comsuccblock (NearbyFriends 0 20) //HIT BY THE PLAYER W/HI HIT PTS schema t1hhi archetype AI_COMBAT t1hhi schema_voice testvoice 1 comhithigh //HIT BY THE PLAYER W/HI HIT PTS schema t1hhiw archetype AI_COMBAT t1hhiw schema_voice testvoice 2 comhithigh (NearbyFriends 0 20) //HIT BY THE PLAYER W/HI LO PTS schema t1hlo archetype AI_COMBAT t1hlo schema_voice testvoice 1 comhitlow //HIT BY THE PLAYER W/HI LO PTS +w/co schema t1hlow archetype AI_COMBAT t1hlow schema_voice testvoice 2 comhitlow (NearbyFriends 0 20) //HIT BY THE PLAYER NO DAMAGE schema t1hnodam archetype AI_COMBAT t1hnodam schema_voice testvoice 1 comhitnodam //BLOCKED BY THE PLAYER schema t1blkd archetype AI_COMBAT t1blkd schema_voice testvoice 1 comblocked //BLOCKED BY THE PLAYER +w/co schema t1blkdw archetype AI_COMBAT t1blkdw schema_voice testvoice 2 comblocked (NearbyFriends 0 20) //DETECTED PLAYER TRYING TO BLOCK +not losing schema t1detblo archetype AI_COMBAT t1detblo schema_voice testvoice 1 comdetblock (Combal Winning Even) //DETECTED PLAYER TRYING TO BLOCK +not losing +w/co schema t1detblw archetype AI_COMBAT t1detblw schema_voice testvoice 2 comdetblock (Combal Winning Even) (NearbyFriends 0 20) //AMBUSHED -HIT BY UNSEEN PLAYER schema t1hamb archetype AI_COMBAT t1hamb schema_voice testvoice 1 comhitamb //AMBUSHED -HIT BY UNSEEN PLAYER +w/co schema t1hambw archetype AI_COMBAT t1hambw schema_voice testvoice 2 comhitamb (NearbyFriends 0 20) //DEATH BY COMBAT -LOUD schema t1diec archetype AI_COMBAT t1diec schema_voice testvoice 1 comdieloud //DEATH (or knocked out) BY AMBUSH -MORE MUFFLED schema t1diea archetype AI_MINOR volume -500 t1diea schema_voice testvoice 1 comdiesoft //SWING LEFT //schema sw_left //sw_left //env_tag (Event Motion) (PlyrSwordSwing 1) (Direction 1) //SWING RIGHT //schema sw_right //sw_right //env_tag (Event Motion) (PlyrSwordSwing 1) (Direction 2) //SWING OVERHEAD //schema sw_over //sw_over //env_tag (Event Motion) (PlyrSwordSwing 2)