//----------------------------------------------------------------------- // Player Rules for Ballbot // Team taunt rules listed first, then solo taunt rules //----------------------------------------------------------------------- #include "talker/response_criteria.txt" criterion "IsBallbot" "is_ballbot" 1 required //----------------------------------------------------------------------- // Team Gesture HighFive //----------------------------------------------------------------------- response "BallbotHighFive_Initiate" { scene "scenes/player/ballbot/taunt_highFive_initiate.vcd" then self teamtaunt_idle foo:0 0.0 } rule BallbotTeamGestureHighFive_Initiate { criteria IsBallbot ConceptTaunt NoTauntPartner TauntForceHighFive response BallbotHighFive_Initiate } response "BallbotHighFive_Idle" { scene "scenes/player/ballbot/taunt_highFive_idle.vcd" then self teamtaunt_noshow foo:0 0.0 } rule BallbotTeamGestureHighFive_Idle { criteria IsBallbot ConceptTeamTauntIdle TauntForceHighFive response BallbotHighFive_Idle } response "BallbotHighFive_NoShow" { scene "scenes/player/ballbot/taunt_highFive_noShow.vcd" } rule BallbotTeamGestureHighFive_NoShow { criteria IsBallbot ConceptTeamTauntNoShow NoTauntPartner TauntForceHighFive response BallbotHighFive_NoShow } response "BallbotHighFive_Success" { scene "scenes/player/ballbot/taunt_highFive_success.vcd" } rule BallbotTeamGestureHighFive_Success { criteria IsBallbot ConceptTaunt HasTauntPartner TauntForceHighFive response BallbotHighFive_Success } //----------------------------------------------------------------------- // Team Gesture Teamhug //----------------------------------------------------------------------- response "BallbotTeamhug_Initiate" { scene "scenes/player/ballbot/taunt_Teamhug_initiate.vcd" then self teamtaunt_idle foo:0 0.0 } rule BallbotTeamGestureTeamhug_Initiate { criteria IsBallbot ConceptTaunt NoTauntPartner TauntForceTeamhug response BallbotTeamhug_Initiate } response "BallbotTeamhug_Idle" { scene "scenes/player/ballbot/taunt_Teamhug_idle.vcd" then self teamtaunt_noshow foo:0 0.0 } rule BallbotTeamGestureTeamhug_Idle { criteria IsBallbot ConceptTeamTauntIdle TauntForceTeamhug response BallbotTeamhug_Idle } response "BallbotTeamhug_NoShow" { scene "scenes/player/ballbot/taunt_Teamhug_noShow.vcd" } rule BallbotTeamGestureTeamhug_NoShow { criteria IsBallbot ConceptTeamTauntNoShow NoTauntPartner TauntForceTeamhug response BallbotTeamhug_NoShow } response "BallbotTeamhug_Success" { scene "scenes/player/ballbot/taunt_Teamhug_success.vcd" } rule BallbotTeamGestureTeamhug_Success { criteria IsBallbot ConceptTaunt HasTauntPartner TauntForceTeamhug response BallbotTeamhug_Success } //----------------------------------------------------------------------- // Team Gesture Teamtease //----------------------------------------------------------------------- // Grabber response "BallbotTeamBallTease_Success" { scene "scenes/player/ballbot/taunt_teamballtease.vcd" } rule BallbotTeamGestureTeamBallTease_Success { criteria IsBallbot ConceptTaunt HasTauntPartner TauntForceTeamBallTease response BallbotTeamBallTease_Success } // Grabbed response "BallbotTeamEggTease_Success" { scene "scenes/player/ballbot/taunt_teameggtease.vcd" } rule BallbotTeamGestureTeamEggTease_Success { criteria IsBallbot ConceptTaunt HasTauntPartner TauntForceTeamEggTease response BallbotTeamEggTease_Success } //This animation is only playing the start of the taunt by ballbot but then stops becuase other player is too far away response "BallbotTeamBallTeaseFail" { scene "scenes/player/ballbot/taunt_teamballteasefail.vcd" } rule BallbotGestureTeamBallTeaseFail { criteria IsBallbot ConceptTaunt TauntForceTeamTease response BallbotTeamBallTeaseFail } //----------------------------------------------------------------------- // Team Gesture Rock Paper Scissors //----------------------------------------------------------------------- response "BallbotRPS_Initiate" { scene "scenes/player/ballbot/taunt_rps_initiate.vcd" then self teamtaunt_idle foo:0 0.0 } rule BallbotTeamGestureRPS_Initiate { criteria IsBallbot ConceptTaunt NoTauntPartner TauntForceRPS response BallbotRPS_Initiate } response "BallbotRPS_Idle" { scene "scenes/player/ballbot/taunt_rps_idle.vcd" then self teamtaunt_noshow foo:0 0.0 } rule BallbotTeamGestureRPS_Idle { criteria IsBallbot ConceptTeamTauntIdle TauntForceRPS response BallbotRPS_Idle } response "BallbotRPS_NoShow" { scene "scenes/player/ballbot/taunt_RPS_noShow.vcd" } rule BallbotTeamGestureRPS_NoShow { criteria IsBallbot ConceptTeamTauntNoShow NoTauntPartner TauntForceRPS response BallbotRPS_NoShow } // RPS Result 1 response "BallbotRPS_Success1" { scene "scenes/player/ballbot/taunt_rps_ballwin_rock.vcd" } rule BallbotTeamGestureRPS_Success1 { criteria IsBallbot ConceptTaunt HasTauntPartner TauntForceRPS RPSResult1 response BallbotRPS_Success1 } // RPS Result 2 response "BallbotRPS_Success2" { scene "scenes/player/ballbot/taunt_rps_ballwin_paper.vcd" } rule BallbotTeamGestureRPS_Success2 { criteria IsBallbot ConceptTaunt HasTauntPartner TauntForceRPS RPSResult2 response BallbotRPS_Success2 } // RPS Result 3 response "BallbotRPS_Success3" { scene "scenes/player/ballbot/taunt_rps_balllose_paper.vcd" } rule BallbotTeamGestureRPS_Success3 { criteria IsBallbot ConceptTaunt HasTauntPartner TauntForceRPS RPSResult3 response BallbotRPS_Success3 } // RPS Result 4 response "BallbotRPS_Success4" { scene "scenes/player/ballbot/taunt_rps_balllose_rock.vcd" } rule BallbotTeamGestureRPS_Success4 { criteria IsBallbot ConceptTaunt HasTauntPartner TauntForceRPS RPSResult4 response BallbotRPS_Success4 } // RPS Result 5 response "BallbotRPS_Success5" { scene "scenes/player/ballbot/taunt_rps_balllose_scissors.vcd" } rule BallbotTeamGestureRPS_Success5 { criteria IsBallbot ConceptTaunt HasTauntPartner TauntForceRPS RPSResult5 response BallbotRPS_Success5 } //----------------------------------------------------------------------- // Gesture Laugh //----------------------------------------------------------------------- response "BallbotLaugh" { scene "scenes/player/ballbot/taunt_laugh.vcd" } rule BallbotGestureLaugh { criteria IsBallbot ConceptTaunt TauntForceLaugh response BallbotLaugh } //----------------------------------------------------------------------- // Gesture SmallWave //----------------------------------------------------------------------- response "BallbotSmallWave" { scene "scenes/player/ballbot/taunt_noGun_small_Wave.vcd" } rule BallbotGestureSmallWave { criteria IsBallbot ConceptTaunt TauntForceSmallWave MidPartner NoPortalGun response BallbotSmallWave } //----------------------------------------------------------------------- // Gesture Portalgun SmallWave //----------------------------------------------------------------------- response "BallbotPortalgunSmallWave" { scene "scenes/player/ballbot/taunt_portalgun_small_Wave.vcd" } rule BallbotGesturePortalgunSmallWave { criteria IsBallbot ConceptTaunt TauntForceSmallWave MidPartner HasPortalGun response BallbotPortalgunSmallWave } //----------------------------------------------------------------------- // Gesture BigWave //----------------------------------------------------------------------- response "BallbotBigWave" { scene "scenes/player/ballbot/taunt_big_Wave.vcd" } rule BallbotGestureBigWave { criteria IsBallbot ConceptTaunt TauntForceSmallWave FarPartner response BallbotBigWave } //----------------------------------------------------------------------- // Gesture Robot Dance //----------------------------------------------------------------------- response "BallbotRobotDance" { scene "scenes/player/ballbot/taunt_robot_arm_ripple.vcd" } rule BallbotGestureRobotDance { criteria IsBallbot ConceptTaunt TauntForceRobotDance response BallbotRobotDance } //----------------------------------------------------------------------- // Gesture Trick Fire //----------------------------------------------------------------------- response "BallbotTrickFire" { scene "scenes/player/ballbot/taunt_trickfire_handstand.vcd" } rule BallbotGestureTrickFire { criteria IsBallbot ConceptTaunt TauntForceTrickFire response BallbotTrickFire } //----------------------------------------------------------------------- // Back flip - // this covers all air taunts, currently played randomly and equally // Air taunts are triggered instantly when the taunt key is pressed, no radial menu selection //----------------------------------------------------------------------- response "BallbotBackFlip" { scene "scenes/player/ballbot/taunt_somersault.vcd" scene "scenes/player/ballbot/taunt_cannonball.vcd" } rule BallbotBackFlip { criteria IsBallbot ConceptTaunt InAir TauntForceNone response BallbotBackFlip } //----------------------------------------------------------------------- // Gesture ThumbsUp //----------------------------------------------------------------------- response "BallbotThumbsup" { scene "scenes/player/ballbot/taunt_thumbsup.vcd" } rule BallbotGestureThumbsUp { criteria IsBallbot ConceptTaunt TauntForceThumbsUp response BallbotThumbsUp } //----------------------------------------------------------------------- // Gesture Dance //----------------------------------------------------------------------- response "BallbotDance" { scene "scenes/player/ballbot/taunt_danceSpin.vcd" } rule BallbotGestureDance { criteria IsBallbot ConceptTaunt TauntForceDance response BallbotDance } //----------------------------------------------------------------------- // Gesture FistPump //----------------------------------------------------------------------- response "BallbotFistPump" { scene "scenes/player/ballbot/taunt_yes_fistPump.vcd" } rule BallbotGestureFistPump { criteria IsBallbot ConceptTaunt TauntForceFistPump response BallbotFistPump } //----------------------------------------------------------------------- // Gesture Shrug //----------------------------------------------------------------------- response "BallbotShrug" { scene "scenes/player/ballbot/taunt_Shrug.vcd" } rule BallbotGestureShrug { criteria IsBallbot ConceptTaunt TauntForceShrug response BallbotShrug } //----------------------------------------------------------------------- // Gesture Facepalm //----------------------------------------------------------------------- response "BallbotFacepalm" { scene "scenes/player/ballbot/taunt_Facepalm.vcd" } rule BallbotGestureFacepalm { criteria IsBallbot ConceptTaunt TauntForceFacepalm response BallbotFacepalm } //----------------------------------------------------------------------- // Gesture basketball1 //----------------------------------------------------------------------- response "BallbotBasketball1" { scene "scenes/player/ballbot/taunt_basketball1.vcd" } rule BallbotGestureBasketball1 { criteria IsBallbot ConceptTaunt TauntForceBasketball1 response BallbotBasketball1 } //----------------------------------------------------------------------- // Gesture basketball2 //----------------------------------------------------------------------- response "BallbotBasketball2" { scene "scenes/player/ballbot/taunt_basketball2.vcd" } rule BallbotGestureBasketball2 { criteria IsBallbot ConceptTaunt TauntForceBasketball2 response BallbotBasketball2 } //----------------------------------------------------------------------- // Gesture headspin //----------------------------------------------------------------------- response "Ballbotheadspin" { scene "scenes/player/ballbot/taunt_headspin.vcd" } rule BallbotGestureheadspin { criteria IsBallbot ConceptTaunt TauntForceheadspin response Ballbotheadspin }