//HAMMER 2 BROADCASTS -Geoff Stewart //SLEEPING schema hm2a0sn archetype AI_NONE volume -500 mono_loop 2000 3000 hm2a0sn1 hm2a0sn2 hm2a0sn3 schema_voice hammer2 1 sleeping //AT ALERT 0 MORE REPEATABLE schema hm2a0 archetype AI_NONE volume -500 mono_loop 7500 10000 hm2a0co1 hm2a0co2 hm2a0co3 hm2a0hu1 hm2a0hu2 hm2a0hu3 hm2a0th1 hm2a0th2 hm2a0th3 hm2a0wh1 hm2a0wh2 hm2a0wh3 schema_voice hammer2 3 atlevelzero //AT ALERT 0 LESS REPEATABLE schema hm2a0ch archetype AI_NONE volume -1000 mono_loop 7500 10000 hm2a0ch1 hm2a0ch2 hm2a0ch3 hm2a0mu1 hm2a0mu2 hm2a0mu3 schema_voice hammer2 1 atlevelzero //TO ALERT 1 schema hm2a1 archetype AI_NONE hm2a1__1 hm2a1__2 hm2a1__3 hm2a1__4 schema_voice hammer2 1 tolevelone //TO ALERT 1 +sighted schema hm2a1v archetype AI_NONE hm2a1v_1 schema_voice hammer2 1 tolevelone (Sense Sight) //TO ALERT 1 +heard schema hm2a1h archetype AI_NONE hm2a1h_1 hm2a1h_2 schema_voice hammer2 2 tolevelone (Sense Sound) //TO ALERT 1 +w/co schema hm2a1_w archetype AI_MINOR hm2a1_w1 schema_voice hammer2 2 tolevelone (NearbyFriends 0 20) //TO ALERT 1 +sighted +w/co schema hm2a1vw archetype AI_MINOR hm2a1vw1 hm2a1vw2 hm2a1vw3 schema_voice hammer2 3 tolevelone (Sense Sight) (NearbyFriends 0 20) //TO ALERT 1 +heard +w/co schema hm2a1hw archetype AI_MINOR hm2a1hw1 hm2a1hw2 hm2a1hw3 schema_voice hammer2 3 tolevelone (Sense Sound) (NearbyFriends 0 20) //TO ALERT 2 schema hm2a2 archetype AI_MINOR hm2a2__1 hm2a2__2 hm2a2__3 hm2a2__4 schema_voice hammer2 1 toleveltwo //TO ALERT 2 +sighted schema hm2a2v archetype AI_MINOR hm2a2v_1 schema_voice hammer2 1 toleveltwo (Sense Sight) //TO ALERT 2 +heard schema hm2a2h archetype AI_MINOR hm2a2h_1 hm2a2h_2 schema_voice hammer2 2 toleveltwo (Sense Sound) //TO ALERT 3 schema hm2a3 archetype AI_MAJOR Hm2a3na3 schema_voice hammer2 1 tolevelthree //AT ALERT 1 schema hm2at1 archetype AI_NONE delay 5000 mono_loop 5000 10000 Hm2a0ch1 Hm2a0ch3 Hm2a0ch3 schema_voice hammer2 1 atlevelone //AT ALERT 2 schema hm2at2 archetype AI_MINOR delay 4500 no_repeat mono_loop 10000 30000 hm2a2se1 hm2a2se2 hm2a2se3 hm2a2se4 schema_voice hammer2 99 atleveltwo (Investigate True) //AT ALERT 3 schema hm2at3 archetype AI_MAJOR delay 4500 no_repeat mono_loop 15000 30000 hm2a3se1 hm2a3se2 hm2a3se3 hm2a3se4 schema_voice hammer2 99 atlevelthree (Investigate True) //SPOTTED THE PLAYER +startled schema hm2a3s archetype AI_MORE_MAJOR hm2a3s_1 hm2a3s_2 hm2a3s_3 schema_voice hammer2 1 spotplayer //SPOTTED THE PLAYER +not startled +alone schema hm2a3na archetype AI_MORE_MAJOR hm2a3na1 hm2a3na2 hm2a3na3 schema_voice hammer2 1 spotplayer //SPOTTED THE PLAYER +carrying a body schema hm2a3b archetype AI_MORE_MAJOR hm2a3b_1 hm2a3b_2 schema_voice hammer2 9 spotplayer (CarryBody True) //REACT CHARGE +alone schema hm2chga archetype AI_MORE_MAJOR hm2chga1 hm2chga2 schema_voice hammer2 1 reactcharge //REACT CHARGE +w/co schema hm2chgw archetype AI_COMBAT hm2chgw1 hm2chgw2 hm2chgw3 schema_voice hammer2 2 reactcharge (NearbyFriends 0 20) //REACT RUN AWAY +alone schema hm2runa archetype AI_MAJOR hm2runa1 hm2runa2 hm2runa3 schema_voice hammer2 1 reactrun //REACT I SOUND THE ALARMS +alone schema hm2alma archetype AI_MORE_MAJOR hm2alma1 hm2alma2 hm2alma3 schema_voice hammer2 1 reactalarm //REACT I TELL YOU TO SOUND THE ALARMS +w/co schema hm2almw archetype AI_COMBAT hm2almw1 schema_voice hammer2 9 reactalarm (NearbyFriends 0 20) //REACT TELL FRIEND BY REVELATION +w/co schema hm2telr archetype AI_COMBAT hm2telr1 hm2telr2 hm2telr3 hm2telr4 schema_voice hammer2 5 spotplayer (NearbyFriends 0 20) //REACT TELL FRIEND BY CONFIRMATION +w/co schema hm2telc archetype AI_COMBAT hm2telc1 hm2telc2 hm2telc3 schema_voice hammer2 5 spotplayer (NearbyFriends 0 20) (Reacquire true) //BACK TO ALERT 0 schema hm2bak archetype AI_NONE hm2bak_1 hm2bak_2 hm2bak_3 hm2bak_4 hm2bak_5 hm2bak_6 schema_voice hammer2 1 backtozero //LOST CONTACT W/PLAYER schema hm2los archetype AI_NONE hm2los_1 hm2los_2 hm2los_3 schema_voice hammer2 1 lostcontact //FRUSTRATION schema hm2frust archetype AI_MAJOR hm2a3se2 hm2amb_3 hm2bkd_1 hm2bkd_2 schema_voice hammer2 1 outofreach //FOUND BODY schema hm2bod archetype AI_MORE_MAJOR hm2bod_1 hm2bod_2 hm2bod_3 schema_voice hammer2 1 foundbody //FOUND SOMETHING MISSING schema hm2mis archetype AI_MAJOR hm2mis_1 hm2mis_2 schema_voice hammer2 1 foundmissing //NOTICED A TORCH BEING DOUSED schema hm2torch archetype AI_MINOR delay 1000 Hm2a1__4 Hm2a1__2 schema_voice hammer2 1 noticetorch //FOUND A SMALL ANOMALY schema hm2sma archetype AI_MAJOR hm2sma_1 hm2sma_2 schema_voice hammer2 1 foundsmall //FOUND A LARGE ANOMALY schema hm2lar archetype AI_MAJOR hm2lar_1 hm2lar_2 schema_voice hammer2 1 foundlarge //FOUND A SECURITY BREACH schema hm2sec archetype AI_MORE_MAJOR hm2sec_1 hm2sec_2 hm2sec_3 schema_voice hammer2 1 foundbreach //RECENTLY SAW THE PLAYER +w/co schema hm2rint archetype AI_INFORM hm2rint1 hm2rint2 hm2rint3 schema_voice hammer2 1 recentintruder //RECENTLY FOUND BODY +w/co schema hm2rbod archetype AI_INFORM hm2rbod1 hm2rbod2 schema_voice hammer2 1 recentbody //RECENTLY FOUND SOMETHING MISSING +w/co schema hm2rmis archetype AI_INFORM hm2rmis2 schema_voice hammer2 1 recentmissing //RECENTLY FOUND MISC ANAMOLY +w/co schema hm2roth archetype AI_INFORM hm2roth1 hm2roth2 hm2roth3 schema_voice hammer2 1 recentother //COMBAT //ATTACKING +not losing schema hm2atn archetype AI_COMBAT hm2atn_1 freq 1 hm2atn_2 freq 1 hm2atn_3 freq 6 hm2atn_4 freq 6 hm2atn_5 freq 6 hm2atn_6 freq 1 hm2atn_7 freq 1 hm2atn_8 freq 1 hm2atn_9 freq 1 schema_voice hammer2 1 comattack (ComBal Winning Even) //ATTACKING +winning schema hm2atnw archetype AI_COMBAT hm2atw_1 hm2atw_1 schema_voice hammer2 3 comattack (ComBal Winning) //ATTACKING +winning +w/co schema hm2atww archetype AI_COMBAT hm2atww1 schema_voice hammer2 4 comattack (ComBal Winning) (NearbyFriends 0 20) //ATTACKING +losing schema hm2atl archetype AI_COMBAT hm2atl_1 freq 1 hm2atl_2 freq 1 hm2atl_3 freq 2 hm2atl_4 freq 2 hm2atl_5 freq 2 schema_voice hammer2 1 comattack (ComBal Losing) //SUCCESSFULLY HIT THE PLAYER +not losing schema hm2hit archetype AI_COMBAT hm2hit_1 hm2hit_2 hm2hit_3 hm2hit_4 schema_voice hammer2 1 comsucchit (ComBal Winning Even) //SUCCESSFULLY HIT THE PLAYER +not losing +w/co schema hm2hit archetype AI_COMBAT hm2hitw1 hm2hitw2 schema_voice hammer2 2 comsucchit (ComBal Winning Even) (NearbyFriends 0 20) //SUCCESSFULLY BLOCKED THE PLAYER +not losing schema hm2blk archetype AI_COMBAT hm2blk_1 hm2blk_2 hm2blk_3 schema_voice hammer2 1 comsuccblock (ComBal Winning Even) //SUCCESSFULLY BLOCKED THE PLAYER +not losing +w/co schema hm2blkw archetype AI_COMBAT hm2blkw1 schema_voice hammer2 2 comsuccblock (ComBal Winning Even) (NearbyFriends 0 20) //HIT BY THE PLAYER W/HI HIT PTS schema hm2hhi archetype AI_MAJOR hm2hhi_1 hm2hhi_2 hm2hhi_3 schema_voice hammer2 1 comhithigh //HIT BY THE PLAYER W/LO PTS schema hm2hlo archetype AI_MORE_MAJOR hm2hlo_1 freq 1 hm2hlo_2 freq 2 hm2hlo_3 freq 2 hm2hlo_4 freq 2 schema_voice hammer2 1 comhitlow //HIT BY THE PLAYER W/LO PTS +w/co schema hm2hlow archetype AI_COMBAT hm2hlow1 freq 1 hm2hlo_1 freq 2 hm2hlo_2 freq 2 schema_voice hammer2 2 comhitlow (NearbyFriends 0 20) //HIT BY THE PLAYER NO DAMAGE schema hm2hnd archetype AI_MAJOR hm2hnd_1 hm2hnd_2 hm2hnd_3 schema_voice hammer2 1 comhitnodam //BLOCKED BY THE PLAYER +not losing schema hm2bkd archetype AI_COMBAT hm2bkd_1 hm2bkd_2 hm2bkd_3 schema_voice hammer2 1 comblocked (ComBal Winning Even) //BLOCKED BY THE PLAYER +not losing +w/co schema hm2bkdw archetype AI_COMBAT hm2bkdw1 schema_voice hammer2 2 comblocked (ComBal Winning Even) (NearbyFriends 0 20) //DETECTED PLAYER TRYING TO BLOCK +not losing schema hm2det archetype AI_COMBAT hm2det_1 hm2det_2 hm2det_3 schema_voice hammer2 1 comdetblock(ComBal Winning Even) //DETECTED PLAYER TRYING TO BLOCK +not losing +w/co schema hm2detw archetype AI_COMBAT hm2detw1 schema_voice hammer2 2 comdetblock (ComBal Winning Even) (NearbyFriends 0 20) //AMBUSHED -HIT BY UNSEEN PLAYER schema hm2amb archetype AI_MAJOR hm2amb_1 hm2amb_2 hm2amb_3 hm2amb_4 schema_voice hammer2 1 comhitamb //AMBUSHED -HIT BY UNSEEN PLAYER +w/co schema hm2ambw archetype AI_COMBAT hm2ambw1 hm2ambw2 hm2ambw3 schema_voice hammer2 2 comhitamb (NearbyFriends 0 20) //DEATH BY COMBAT -LOUD schema hm2diec archetype AI_COMBAT hm2diec1 hm2diec2 hm2diec3 schema_voice hammer2 1 comdieloud //DEATH (or knocked out)BY AMBUSH -MORE MUFFLED schema hm2diea archetype AI_MINOR hm2diea1 hm2diea2 hm2diea3 schema_voice hammer2 1 comdiesoft //////////////////// //MISSION SPECIFIC// //////////////////// //MISSION 10 schema hm2m1001 archetype AI_MORE_MAJOR hm2m1001 schema_voice hammer2 1 m1001 schema hm2m1002 archetype AI_NONE hm2m1002 schema_voice hammer2 1 m1002 schema hm2m1003 archetype AI_MINOR hm2m1003 schema_voice hammer2 1 m1003 schema hm2m1004 archetype AI_NONE hm2m1004 schema_voice hammer2 1 m1004 schema hm2m1005 archetype AI_NONE hm2m1005 schema_voice hammer2 1 m1005 schema hm2m1006 archetype AI_NONE hm2m1006 schema_voice hammer2 1 m1006 schema hm2m1007 archetype AI_NONE hm2m1007 schema_voice hammer2 1 m1007 schema hm2m1008 archetype AI_NONE hm2m1008 schema_voice hammer2 1 m1008 schema hm2m1009 archetype AI_NONE hm2m1009 schema_voice hammer2 1 m1009 schema hm2m1010 archetype AI_NONE hm2m1010 schema_voice hammer2 1 m1010