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// // Do not use TABS. Separate sentence-names from wave definitions with single
spaces only.
// // Sounds prefixed by "Q_" will be queued up for a while and played as soon as
the NPC is allowed to speak
// //CHARACTER SECTION
// //COMBINE SOLDIER
// // COMBINE SOLDIER
// // random numbers
// //PAIN
// COMBINE_PAIN0 npc/combine_soldier/pain1 {Len 0.30 closecaption NPC_Combine.Pain}
// COMBINE_PAIN1 npc/combine_soldier/pain2 {Len 0.30 closecaption NPC_Combine.Pain}
// COMBINE_PAIN2 npc/combine_soldier/pain3 {Len 0.26 closecaption NPC_Combine.Pain}
// //DIE
// COMBINE_DIE0 npc/combine_soldier/die1 V_IDIEDS {Len 0.62 closecaption
NPC_Combine.Death}
// COMBINE_DIE1 npc/combine_soldier/die2 V_IDIEDS {Len 0.92 closecaption
NPC_Combine.Death}
// COMBINE_DIE2 npc/combine_soldier/die3 V_IDIEDS {Len 0.80 closecaption
NPC_Combine.Death}
// //KICK
// COMBINE_KICK0 npc/combine_soldier/kick1 {Len 0.26}
// COMBINE_KICK1 npc/combine_soldier/kick2 {Len 0.31}
// // I am moving in
// // I am throwing a grenade
// // I killed a monster
// // I was hit and it hurt. I'm taking cover (commented out in code)
// // player is dead
// // I'm asking a question while idle, which may be answered with affirmative
// // Answering affirmative
// //-----------------------------------------------------------------------------
// // METROPOLICE STARTS HERE
// //-----------------------------------------------------------------------------
// V_MAPNAME0 default
// V_MAPNAME1 trainstation
// V_MAPNAME2 canals
// V_MAPNAME3 eli
// V_MAPNAME4 town
// V_MAPNAME5 coast
// V_MAPNAME6 prison
// V_MAPNAME7 c17
// V_MAPNAME8 citadel
// // map 0 default
// V_G1_LOCATION_MAP00P0 block
// V_G1_LOCATION_MAP00P1 zone
// V_G1_LOCATION_MAP00P2 sector
// // map 1 trainstation
// V_G1_LOCATION_MAP01P0 stationblock
// V_G1_LOCATION_MAP01P1 transitblock
// V_G1_LOCATION_MAP01P2 workforceintake
// // map 2 canals
// V_G1_LOCATION_MAP02P0 canalblock
// V_G1_LOCATION_MAP02P1 stormsystem
// V_G1_LOCATION_MAP02P2 wasteriver
// V_G1_LOCATION_MAP02P3 deservicedarea
// // map 3 eli
// V_G1_LOCATION_MAP03P0 industrialzone
// V_G1_LOCATION_MAP03P1 restrictedblock
// V_G1_LOCATION_MAP03P2 repurposedarea
// // map 4 town
// V_G1_LOCATION_MAP04P0 condemnedzone
// V_G1_LOCATION_MAP04P1 infestedzone
// V_G1_LOCATION_MAP04P2 nonpatrolregion
// // map 5 coast
// V_G1_LOCATION_MAP05P0 externaljurisdiction
// V_G1_LOCATION_MAP05P1 stabilizationjurisdiction
// V_G1_LOCATION_MAP05P2 outlandzone
// // map 6 prison
// V_G1_LOCATION_MAP06P0 externaljurisdiction
// V_G1_LOCATION_MAP06P1 stabilizationjurisdiction
// // map 7 c17
// V_G1_LOCATION_MAP07P0 residentialblock
// V_G1_LOCATION_MAP07P1 404zone
// V_G1_LOCATION_MAP07P2 distributionblock
// V_G1_LOCATION_MAP07P3 productionblock
// // map 8 citadel
// V_G1_LOCATION_MAP08P0 highpriorityregion
// V_G1_LOCATION_MAP08P1 terminalrestrictionzone
// V_G1_LOCATION_MAP08P2 controlsection
// V_G2_SUSPECT_MAP00P0 subject
// V_G2_SUSPECT_MAP01P0 citizen
// V_G2_SUSPECT_MAP01P1 UPI
// V_G2_SUSPECT_MAP01P2 subject
// V_G2_SUSPECT_MAP02P0 subject
// V_G2_SUSPECT_MAP02P1 noncitizen
// V_G2_SUSPECT_MAP02P2 sociocide
// V_G2_SUSPECT_MAP02P3 anticitizen
// V_G2_SUSPECT_MAP03P0 anticitizen
// V_G2_SUSPECT_MAP03P1 subject
// V_G2_SUSPECT_MAP04P0 freeman
// V_G2_SUSPECT_MAP04P1 subject
// V_G2_SUSPECT_MAP04P2 anticitizen
// V_G2_SUSPECT_MAP05P0 freeman
// V_G2_SUSPECT_MAP05P1 sociocide
// V_G2_SUSPECT_MAP06P0 freeman
// V_G2_SUSPECT_MAP06P1 infection
// V_G2_SUSPECT_MAP07P0 freeman
// V_G2_SUSPECT_MAP08P0 freeman
// // sequential global numbers, used for counting enemies down (duplicated for
metropolice and overwatch)
// V_RNDCODECRIM_P0 criminaltrespass63
// V_RNDCODECRIM_P1 nonsanctionedarson51
// V_RNDCODECRIM_P2 posession69
// V_RNDCODECRIM_P3 publicnoncompliance507
// V_RNDCODECRIM_P4 recklessoperation99
// V_RNDCODECRIM_P5 resistingpacification148
// V_RNDCODECRIM_P6 riot404
// V_RNDCODECRIM_P7 fugitive17f
// V_RNDCODECRIM_P8 weapon94
// V_RNDCODECRIM_P9 alarms62
// V_RNDCODECRIM_P10 assault243
// V_RNDCODECRIM_P11 illegalcarrying95
// V_RNDCODECRIM_P12 unlawfulentry603
// V_RNDCODEPLR_P0 attemptedcrime27
// V_RNDCODEPLR_P1 disengaged647e
// V_RNDCODEPLR_P2 disturbingunity415
// V_RNDCODEPLR_P3 disturbancemental10-103m
// V_RNDCODEPLR_P4 illegalinoperation63s
// V_RNDCODEPLR_P5 threattoproperty51b
// V_RNDACTP0 pressure
// V_RNDACTP1 document
// V_RNDACTP2 restrict
// V_RNDACTP3 intercede
// V_RNDACTP4 preserve
// V_RNDACTP5 search
// V_RNDACTP6 suspend
// V_RNDACTP7 investigate
// V_RNDACTP8 interlock
// V_RNDACTP9 isolate
// V_RNDACTP10 administer
// V_RNDACTP11 cauterize
// V_RNDACTP12 inject
// V_RNDACTP13 innoculate
// V_RNDACTP14 examine
// V_RNDACTP15 apply
// V_RNDACTP16 prosecute
// V_RNDACTP17 serve
// V_RNDACTP18 sterilize
// V_RNDACTP19 amputate
// V_RNDACTP20 lock
// // random number
// V_RNDNUMP0 zero {Len 0.4}
// V_RNDNUMP1 one {Len 0.4}
// V_RNDNUMP2 two {Len 0.4}
// V_RNDNUMP3 three {Len 0.4}
// V_RNDNUMP4 four {Len 0.4}
// V_RNDNUMP5 five {Len 0.4}
// V_RNDNUMP6 six {Len 0.4}
// V_RNDNUMP7 seven {Len 0.4}
// V_RNDNUMP8 eight {Len 0.4}
// V_RNDNUMP9 nine {Len 0.4}
// V_MYNAMEP0 defender
// V_MYNAMEP1 hero
// V_MYNAMEP2 jury
// V_MYNAMEP3 king
// V_MYNAMEP4 line
// V_MYNAMEP5 patrol
// V_MYNAMEP6 quick
// V_MYNAMEP7 roller
// V_MYNAMEP8 stick
// V_MYNAMEP9 tap
// V_MYNAMEP10 union
// V_MYNAMEP11 victor
// V_MYNAMEP12 xray
// V_MYNAMEP13 yellow
// V_MYNAMEP14 vice
// V_MYNUMP0 one
// V_MYNUMP1 two
// V_MYNUMP2 three
// V_MYNUMP3 four
// V_MYNUMP4 five
// V_MYNUMP5 six
// V_MYNUMP6 seven
// V_MYNUMP7 eight
// V_MYNUMP8 nine
// //V_MYNUMP9 15w40
// //V_MYNUMP10 15w3
// //V_MYNUMP11 15r9
// //V_MYNUMP12 15l30
// //V_MYNUMP13 15w2
// //V_MYNUMP14 13x2
// //V_MYNUMP15 11x25
// //V_MYNUMP16 9l14
// //V_MYNUMP17 6r3
// //
// // Death sounds
// METROPOLICE_DIE0 npc/overwatch/radiovoice/(v80) die1 on3 unitdownat
V_G1_LOCATION_MAP__P V_G3_NUMBP allteamsrespondcode3 V_IDIEDP off2 {Len 1.5
closecaption NPC_Combine.Death}
// METROPOLICE_DIE1 npc/overwatch/radiovoice/(v80) die2 on3 unitdownat
V_G1_LOCATION_MAP__P V_G3_NUMBP V_IDIEDP off2 {Len 1.5 closecaption
NPC_Combine.Death}
// METROPOLICE_DIE2 npc/overwatch/radiovoice/(v80) die3 on3 lostbiosignalforunit
V_MYNAMEP V_MYNUMP V_IDIEDP off2 {Len 1.5 closecaption NPC_Combine.Death}
// METROPOLICE_DIE3 npc/overwatch/radiovoice/(v80) die1 on3 V_MYNAMEP V_MYNUMP
unitdeserviced, remainingunitscontain V_IDIEDP off2 {Len 1.5 closecaption
NPC_Combine.Death}
// METROPOLICE_DIE4 npc/overwatch/radiovoice/(v80) die2 on3 V_MYNAMEP V_MYNUMP
unitdownat V_G1_LOCATION_MAP__P V_G3_NUMBP V_IDIEDP off2 {Len 1.5 closecaption
NPC_Combine.Death}
// METROPOLICE_DIE5 npc/overwatch/radiovoice/(v80) die1 {Len 1.5 closecaption
NPC_Combine.Death}
// METROPOLICE_DIE6 npc/overwatch/radiovoice/(v80) die2 {Len 1.5 closecaption
NPC_Combine.Death}
// METROPOLICE_DIE7 npc/overwatch/radiovoice/(v80) die3 {Len 1.5 closecaption
NPC_Combine.Death}
// METROPOLICE_DIE8 npc/overwatch/radiovoice/(v80) die1 {Len 1.5 closecaption
NPC_Combine.Death}
// //
// // Alert sounds (unused currently) - see monst_player
// //
// METROPOLICE_GO_ALERT0 npc/metropolice/vo/(v100) on1 designatesuspectas
V_G2_SUSPECT_MAP__P allunitscode2 off1 {Len 1.5 closecaption NPC_Combine.Alert}
// METROPOLICE_GO_ALERT1 npc/metropolice/vo/(v100) on2 thereheis V_DISTP meters
off4 {Len 1.5 closecaption NPC_Combine.Alert}
// METROPOLICE_GO_ALERT2 npc/metropolice/vo/(v100) on2 contactwith243suspect,
V_G1_LOCATION_MAP__P V_G3_NUMBP off3 {Len 1.5 closecaption NPC_Combine.Alert}
// METROPOLICE_GO_ALERT3 npc/metropolice/vo/(v100) on1 allunitsrespondcode3 off3
{Len 1.5 closecaption NPC_Combine.Alert}
// //
// // Pain sounds
// //
// METROPOLICE_PAIN0 npc/metropolice/(v60) pain1 {Len 0.30 closecaption
NPC_Combine.Pain}
// METROPOLICE_PAIN1 npc/metropolice/(v60) pain2 {Len 0.30 closecaption
NPC_Combine.Pain}
// METROPOLICE_PAIN2 npc/metropolice/(v60) pain3 {Len 0.26 closecaption
NPC_Combine.Pain}
// // Pain sounds (I'm still over 90% health, used only once)
// // Pain sounds (I'm under 25% health for the first time, used only once)
// //
// // Idle sounds (precriminal)
// //
// // Simple idle sound, always used when not in squad, sometimes used when in
squad
// METROPOLICE_IDLE0 npc/metropolice/vo/(v50) on1 unitis10-8standingby off4 {Len
1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE1 npc/metropolice/vo/(v50) on2 unitisonduty10-8 off1 {Len 1.5
closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE2 npc/metropolice/vo/(v50) on1 holdingon10-14duty off4 {Len 1.5
closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE3 npc/metropolice/vo/(v50) on2 unitis10-65 off1 {Len 1.5
closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE4 npc/metropolice/vo/(v50) on1 code7 off3 {Len 1.5 closecaption
NPC_Combine.RadioChatter}
// METROPOLICE_IDLE5 npc/overwatch/radiovoice/(v50) on3 V_RNDCODEPLR_P inprogress,
respond off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE6 npc/overwatch/radiovoice/(v50) on3 airwatchcopiesnoactivity
V_G1_LOCATION_MAP__P V_G3_NUMBP off2 {Len 1.5 closecaption
NPC_Combine.RadioChatter}
// METROPOLICE_IDLE7 npc/overwatch/radiovoice/(v50) on3 V_RNDACTP V_RNDNUMP
V_RNDACTP off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// //
// // Idle sounds (criminal)
// //
// V_RNDPUNISHP0 permanentoffworld
// V_RNDPUNISHP1 immediateamputation
// V_RNDPUNISHP2 halfreproductioncredits
// V_RNDPUNISHP3 halfrankpoints
// // Simple idle sound, always used when not in squad, sometimes used when in
squad
// METROPOLICE_IDLE_CR0 npc/metropolice/vo/(v50) on1 ten97suspectisgoa off3 {Len
1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CR1 npc/metropolice/vo/(v50) on2 suspect11-6my1020is
V_G1_LOCATION_MAP__P V_G3_NUMBP off1 {Len 1.5 closecaption
NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CR2 npc/metropolice/vo/(v50) on1 ten8standingby off4 {Len 1.5
closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CR3 npc/metropolice/vo/(v50) on2 code100 off1 {Len 1.5
closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CR4 npc/overwatch/radiovoice/(v50) on3 allunitsbolfor243suspect
off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CR5 npc/overwatch/radiovoice/(v50) on3 suspectisnow187 off2
{Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CR6 npc/overwatch/radiovoice/(v50) on3 V_RNDCODECRIM_P
inprogress, allunitsat V_G1_LOCATION_MAP__P V_G3_NUMBP respond off2 {Len 1.5
closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CR7 npc/overwatch/radiovoice/(v50) on3
politistablizationmarginal off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CR8 npc/overwatch/radiovoice/(v50) on3
restrictedincursioninprogress, officerat V_G1_LOCATION_MAP__P V_G3_NUMBP
investigateandreport off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CR9 npc/overwatch/radiovoice/(v50) on3 socialfractureinprogress
off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CR10 npc/overwatch/radiovoice/(v50) on3
prematuremissiontermination V_RNDPUNISHP off2 {Len 1.5 closecaption
NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CR11 npc/overwatch/radiovoice/(v50) on3 preparevisualdownload
off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CR12 npc/overwatch/radiovoice/(v50) on3 leadersreportratios
off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CR13 npc/overwatch/radiovoice/(v50) on3 V_RNDCODECRIM_P
inprogress, investigateandreport off2 {Len 1.5 closecaption
NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CR14 npc/overwatch/radiovoice/(v50) on3 failuretotreatoutbreak
off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CR15 npc/overwatch/radiovoice/(v50) on3 antifatigueration3mg
off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CR16 npc/overwatch/radiovoice/(v50) on3 accomplicesoperating
off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CR17 npc/overwatch/radiovoice/(v50) on3
remindermemoryreplacement off2 {Len 1.5 closecaption NPC_Combine.RadioChatter}
// METROPOLICE_IDLE_CR18 npc/overwatch/radiovoice/(v50) on3 reminder100credits off2
{Len 1.5 closecaption NPC_Combine.RadioChatter}
// //
// // Preciminal harrasment (amplifying in nastiness)
// //
// // These are done in sequence as the player persistently pesters the cops
// // These also are done in sequence as the player persistently pesters the cops
// //
// // Baton
// //
// //
// // I'm on fire! Yeouch!
// //
// //
// // Misc
// //
// // I'm moving more than 20ft to get into a new shooting position
// METROPOLICE_FLANK0 npc/metropolice/vo/(v100) on1 V_MYNAMEP V_MYNUMP ismovingin
off3 {Len 1.5}
// METROPOLICE_FLANK1 npc/metropolice/vo/(v100) on1 covermegoingin off1 {Len 1.5}
// METROPOLICE_FLANK2 npc/metropolice/vo/(v100) on2 V_MYNAMEP V_MYNUMP
isclosingonsuspect off3 {Len 1.5}
// METROPOLICE_FLANK3 npc/metropolice/vo/(v100) on1 V_MYNAMEP V_MYNUMP converging
off4 {Len 1.5}
// METROPOLICE_FLANK4 npc/overwatch/radiovoice/(v100) on3 suspendnegotiations
officerclosingonsuspect off2 {Len 1.5}
// METROPOLICE_FLANK5 npc/overwatch/radiovoice/(v100) on3 officerclosingonsuspect
off2 {Len 1.5}
// METROPOLICE_FLANK6 npc/overwatch/radiovoice/(v100) on3
allunitsapplyforwardpressure off2 {Len 1.5}
// // I heard something
// METROPOLICE_HEARD_SOMETHING0 npc/metropolice/vo/(v60) on1 V_MYNAMEP V_MYNUMP
investigating10-103 off1 {Len 1.5 closecaption NPC_Combine.Alert}
// METROPOLICE_HEARD_SOMETHING1 npc/metropolice/vo/(v60) on2 Ihave10-30my10-
20responding off3 {Len 1.5 closecaption NPC_Combine.Alert}
// METROPOLICE_HEARD_SOMETHING2 npc/metropolice/vo/(v60) on1 V_MYNAMEP V_MYNUMP
is415b off4 {Len 1.5 closecaption NPC_Combine.Alert}
// METROPOLICE_HEARD_SOMETHING3 npc/metropolice/vo/(v60) on2 V_MYNAMEP V_MYNUMP
responding2 off4 {Len 1.5 closecaption NPC_Combine.Alert}
// V_RNDCHARGEP0 capitalmalcompliance
// V_RNDCHARGEP1 violationofcivictrust
// V_RNDCHARGEP2 promotingcommunalunrest
// V_RNDCHARGEP3 failuretocomply
// V_RNDCHARGEP4 level5anticivilactivity
// V_RNDCHARGEP5 destrutionofcpt
// V_RNDCHARGEP6 devisivesociocidal
// V_RNDCHARGEP7 incitingpopucide
// V_RNDCHARGES8 inciting404
// V_RNDJUDGEP0 immediateamputation
// V_RNDJUDGEP1 terminalprosecution
// V_RNDJUDGEP2 disassociationfromcivic
// //
// // Taking cover
// //
// //
// // Lost/refound enemy
// //
// //
// // Monster Alert - first contact and I'm the squad leader
// //
// //
// // I killed a monster - by type
// //
// //
// // Manhack sounds
// //
// // Deploying a manhack
// METROPOLICE_DEPLOY_MANHACK0 npc/metropolice/vo/(v90) on1 visceratordeployed off3
{Len 1.5}
// METROPOLICE_DEPLOY_MANHACK1 npc/metropolice/vo/(v90) on1
tenzerovisceratorishunting off3 {Len 1.5}
// //METROPOLICE_DEPLOY_MANHACK2 npc/metropolice/vo/(v90) on1
allunitsvisceratorisactive off4 {Len 1.5}
// //
// // Squad sounds
// //
// // A squadmate died
// METROPOLICE_MAN_DOWN0 npc/metropolice/vo/(v100) on1 wehavea10-108 off1 {Len 1.5
closecaption NPC_Combine.Alert}
// METROPOLICE_MAN_DOWN1 npc/metropolice/vo/(v100) on1 V_WHODIEDP isdown off4 {Len
1.5 closecaption NPC_Combine.Alert}
// METROPOLICE_MAN_DOWN2 npc/metropolice/vo/(v100) on1 V_WHODIEDP is10-108 off1
{Len 1.5 closecaption NPC_Combine.Alert}
// //
// // Danger sounds - by type
// //
// METROPOLICE_DANGER_GREN0 npc/metropolice/vo/(v100) on1 grenade {Len 1.5}
// METROPOLICE_DANGER_GREN1 npc/metropolice/vo/(v100) on1 thatsagrenade {Len 1.5}
// METROPOLICE_DANGER_GREN2 npc/metropolice/vo/(v100) on1 getdown {Len 1.5}
// //
// // Func_tank behavior
// //
// //
// // Assault behavior
// //
// //
// // First arrest encounter speech
// //
// // First cop tells his buddies to fire once they are all in position
// METROPOLICE_TAKE_HIM_DOWN0 npc/overwatch/radiovoice/(v100) on3
allunitsdeliverterminalverdict off2 {Len 2.5 closecaption NPC_Combine.Coord}
// METROPOLICE_TAKE_HIM_DOWN1 npc/overwatch/radiovoice/(v100) on3
allunitsverdictcodeis V_RNDJUDGEP off2 {Len 2.5 closecaption NPC_Combine.Coord}
// METROPOLICE_TAKE_HIM_DOWN2 npc/overwatch/radiovoice/(v100) on3
suspectmalignantverdictcodeis V_RNDJUDGEP off2 {Len 2.5 closecaption
NPC_Combine.Coord}
// //-----------------------------------------------------------------------------
// // METROPOLICE ENDS HERE
// //-----------------------------------------------------------------------------
// // HEV Suit
// // powerup
// HEV_AAx hl1/fvox/bell
// // items
// HEV_AIM_ON hl1/fvox/blip targetting_system activated {Len 4.02 closecaption
HEV.targetting_system_on}
// HEV_AIM_OFF hl1/fvox/blip targetting_system deactivated {Len 4.27 closecaption
HEV.targetting_system_off}
// HEV_BATTERY hl1/fvox/blip get_battery acquired {Len 0.92}
// HEV_MEDKIT hl1/fvox/blip get_medkit(v80) {Len 0.11}
// // time
// // power levels
// // weapon/ammo
// // suit
// // detections