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