######################################################################################## # # Communications.ini file # # Contains a number of records that allow communication anims and speech to be issued # under various circumstances. # # Records have a type (like GOTO_LOCATION), or can be classed as a PREFIX. # A PREFIX is used to identify the intended recipient of the communication. # Different records can share the same PREFIX. # ######################################################################################## # # GENERAL: # SPEECH (Identifies the context of a piece of speech) # GET_SPEECH (Say an item of speech identified by the code variables) # ANIM (Perform an identified anim) # GET_ANIM (Perform an anim that uses code variables as a reference) # JOIN_SPEECH (Perform speech that joins together two parts) # LOOP/ENDLOOP (Loop through all entities being communicated with) # # GET_SPEECH: # Say_ServantName (Issues the name of the servant identified by the loop) # Say_AreaName (Issues the name of the target area) # # GET_ANIM: # Point_Enemy (Point to the entity identified as he current enemy) # # ANIM and GET_ANIM: # ToFinish (Perform this anim to the finish before doing anything more) # NoWait (If of an appropriate type, do next action before anim ends) # # PREFIXes # NOTE: The word "prefix" must be lowercase. # Need a USE: (Radio, Speech, Gesture) # Need a NUMBER: (One, Many, Group, All) # One: intended for one hunter # Many: intended for many individually specified hunters # Group: intended for a collective (one of you, three of you) # All: intended for all hunters # Need the prefix code. # Radio message to many individually named hunters RECORD prefix USE Radio NUMBER Many LOOP GET_SPEECH Say_ServantName ENDLOOP END RECORD prefix USE Radio NUMBER One GET_SPEECH Say_ServantName END RECORD prefix USE Radio NUMBER Group SPEECH Address_Many END RECORD prefix USE Radio NUMBER All SPEECH Address_Pack END # # BODYs # Need an ACTION: multiple of one type are allowed # VALID: No_Comms, Chase. # Need a USE: (Radio, Speech, Gesture) # Need an AI_TYPE: (Disorganised, Methodical, Creepy, Any) # Need a COMMS_TYPE: (Senses, Command, Acknowledge, Taunt, Comment, Banter) # Need PREFIXes: (Number: ie: None, One, Many, Group, All) - multiple allowed # Need the body code: (anims and speech context) # # # LEADER BROADCASTS # # # A radio command to run to investigate a location RECORD module ACTION RunToInvestigate USE Radio AI_TYPE Any COMMS_TYPE Command PREFIX One PREFIX Many JOIN_SPEECH Start_Investigate Say_AreaName END # A radio command to chase the enemy RECORD module ACTION Chase USE Radio AI_TYPE Any COMMS_TYPE Command PREFIX One PREFIX Many PREFIX Group SPEECH Start_Chase END # A radio command to fight the enemy using Melee Combat RECORD module ACTION CombatMelee USE Radio AI_TYPE Any COMMS_TYPE Command PREFIX One PREFIX Many PREFIX Group SPEECH Start_Melee_Combat END # A radio command to search for the enemy RECORD module ACTION Search USE Radio AI_TYPE Any COMMS_TYPE Command PREFIX One PREFIX Many PREFIX Group JOIN_SPEECH Start_Search Say_AreaName END # A radio command to call off the hunt RECORD module ACTION CallOffAlert USE Radio AI_TYPE Any COMMS_TYPE Command PREFIX All PREFIX None SPEECH Call_Off_Alert END # # # HUNTER SPEECH # # # Hunter speech saying they have a definite sighting of the enemy RECORD module ACTION DefiniteSighting USE Speech AI_TYPE Any COMMS_TYPE Senses PREFIX None SPEECH Definite_Sighting END # A hunter speech message saying they have a probable sighting of the enemy RECORD module ACTION ProbableSighting USE Speech AI_TYPE Any COMMS_TYPE Senses PREFIX None SPEECH Probable_Sighting END # A hunter speech message saying they have a probable hearing of the enemy RECORD module ACTION ProbableHearing USE Speech AI_TYPE Any COMMS_TYPE Senses PREFIX None SPEECH Probable_Hearing END # A hunter speech message saying call off the search RECORD module ACTION FailedSearch USE Speech AI_TYPE Any COMMS_TYPE Senses PREFIX None ANIM Negative_Search NoWait SPEECH Negative_Search_Result END # A speech comment leading to a walk to investigate RECORD module ACTION WalkToInvestigate USE Speech AI_TYPE Any COMMS_TYPE Comment PREFIX None SPEECH Walk_To_Investigate END # A speech comment leading to a stop and listen RECORD module ACTION StopAndListen USE Speech AI_TYPE Any COMMS_TYPE Comment PREFIX None SPEECH Stop_And_Listen END # A speech comment to call off a walk, run, or stop RECORD module ACTION NegativeInvestigate USE Speech AI_TYPE Any COMMS_TYPE Comment PREFIX None SPEECH Curiosity_No_Result END # A speech search taunt RECORD module ACTION SearchTaunt USE Speech AI_TYPE Any COMMS_TYPE Taunt PREFIX None SPEECH Taunt_Search END # A speech combat taunt RECORD module ACTION CombatTaunt USE Speech AI_TYPE Any COMMS_TYPE Taunt PREFIX None SPEECH Taunt_Combat END # A speech chase taunt RECORD module ACTION ChaseTaunt USE Speech AI_TYPE Any COMMS_TYPE Taunt PREFIX None SPEECH Taunt_Chase END # A join attack taunt RECORD module ACTION JoinAttack USE Speech AI_TYPE Any COMMS_TYPE JoinAttack PREFIX None SPEECH Join_Attack END # A speech 'seen hiding in safezone' taunt RECORD module ACTION HideInSafeZone USE Speech AI_TYPE Any COMMS_TYPE Senses PREFIX None SPEECH Enemy_Runs_In_SafeZone END # Shouts for Help RECORD module ACTION ShoutForHelp USE Speech AI_TYPE Any COMMS_TYPE Pain PREFIX None SPEECH ShoutForHelp END # Shouts for Assistance RECORD module ACTION ShoutForAssistance USE Speech AI_TYPE Any COMMS_TYPE Pain PREFIX None SPEECH ShoutForAssistance END # Any Idle speech to oneself RECORD module ACTION IdleMumbling USE Speech AI_TYPE Any COMMS_TYPE Comment PREFIX None SPEECH Mumbling END # Any Idle speech with others RECORD module ACTION Chatting USE Speech AI_TYPE Any COMMS_TYPE Comment PREFIX None SPEECH Chat_Statements END # Generic Death Moans, etc RECORD module ACTION GenericDeath USE Speech AI_TYPE Any COMMS_TYPE Pain PREFIX None SPEECH Generic_Death END # Execution Death Moans, etc RECORD module ACTION ExecutionDeath USE Speech AI_TYPE Any COMMS_TYPE Pain PREFIX None SPEECH Execution_Death END # Light Pain RECORD module ACTION PainLight USE Speech AI_TYPE Any COMMS_TYPE Pain PREFIX None SPEECH Light_Pain END # Medium Pain RECORD module ACTION PainMedium USE Speech AI_TYPE Any COMMS_TYPE Pain PREFIX None SPEECH Medium_Pain END # High Pain RECORD module ACTION PainHigh USE Speech AI_TYPE Any COMMS_TYPE Pain PREFIX None SPEECH High_Pain END # Long Pain RECORD module ACTION PainLong USE Speech AI_TYPE Any COMMS_TYPE Pain PREFIX None SPEECH Long_Pain END # Burning Damage RECORD module ACTION PainBurning USE Speech AI_TYPE Any COMMS_TYPE Pain PREFIX None SPEECH Burning_Pain END # Burning Death RECORD module ACTION BurningDeath USE Speech AI_TYPE Any COMMS_TYPE Pain PREFIX None SPEECH Burning_Death END # Tripwire Neck RECORD module ACTION TripwireNeck USE Speech AI_TYPE Any COMMS_TYPE Pain PREFIX None SPEECH Tripwire_Neck END # Cancel Speech RECORD module ACTION CancelSpeech USE Speech AI_TYPE Any COMMS_TYPE Pain PREFIX None SPEECH Cancel_Speech END # Grunt RECORD module ACTION Grunt USE Speech AI_TYPE Any COMMS_TYPE Grunt PREFIX None SPEECH Grunt END # Specific Speech for a voice (1) RECORD module ACTION Specific1 USE Speech AI_TYPE Any COMMS_TYPE ScriptedAudio PREFIX None SPEECH Specific_1 END # Specific Speech for a voice (2) RECORD module ACTION Specific2 USE Speech AI_TYPE Any COMMS_TYPE ScriptedAudio PREFIX None SPEECH Specific_2 END # Specific Speech for a voice (3) RECORD module ACTION Specific3 USE Speech AI_TYPE Any COMMS_TYPE ScriptedAudio PREFIX None SPEECH Specific_3 END # Specific Speech for a voice (4) RECORD module ACTION Specific4 USE Speech AI_TYPE Any COMMS_TYPE ScriptedAudio PREFIX None SPEECH Specific_4 END # Specific Speech for a voice (5) RECORD module ACTION Specific5 USE Speech AI_TYPE Any COMMS_TYPE ScriptedAudio PREFIX None SPEECH Specific_5 END # Specific Speech for a voice (6) RECORD module ACTION Specific6 USE Speech AI_TYPE Any COMMS_TYPE ScriptedAudio PREFIX None SPEECH Specific_6 END # Specific Speech for a voice (7) RECORD module ACTION Specific7 USE Speech AI_TYPE Any COMMS_TYPE ScriptedAudio PREFIX None SPEECH Specific_7 END # Specific Speech for a voice (8) RECORD module ACTION Specific8 USE Speech AI_TYPE Any COMMS_TYPE ScriptedAudio PREFIX None SPEECH Specific_8 END