//----------------------------------------------------------------------- // Player Rules for Eggbot // Team taunt rules listed first, then solo taunt rules //----------------------------------------------------------------------- #include "talker/response_criteria.txt" criterion "IsEggbot" "is_eggbot" 1 required //----------------------------------------------------------------------- // Team Gesture High Five //----------------------------------------------------------------------- response "EggbotHighFive_Initiate" { scene "scenes/player/eggbot/taunt_highFive_initiate.vcd" then self teamtaunt_idle foo:0 0.0 } rule EggbotTeamGestureHighFive_Initiate { criteria IsEggbot ConceptTaunt NoTauntPartner TauntForceHighFive response EggbotHighFive_Initiate } response "EggbotHighFive_Idle" { scene "scenes/player/eggbot/taunt_highFive_idle.vcd" then self teamtaunt_noshow foo:0 0.0 } rule EggbotTeamGestureHighFive_Idle { criteria IsEggbot ConceptTeamTauntIdle TauntForceHighFive response EggbotHighFive_Idle } response "EggbotHighFive_NoShow" { scene "scenes/player/eggbot/taunt_highFive_noShow.vcd" } rule EggbotTeamGestureHighFive_NoShow { criteria IsEggbot ConceptTeamTauntNoShow NoTauntPartner TauntForceHighFive response EggbotHighFive_NoShow } response "EggbotHighFive_Success" { scene "scenes/player/eggbot/taunt_highFive_success.vcd" } rule EggbotTeamGestureHighFive_Success { criteria IsEggbot ConceptTaunt HasTauntPartner TauntForceHighFive response EggbotHighFive_Success } //----------------------------------------------------------------------- // Team Gesture Teamhug //----------------------------------------------------------------------- response "EggbotTeamhug_Initiate" { scene "scenes/player/Eggbot/taunt_Teamhug_initiate.vcd" then self teamtaunt_idle foo:0 0.0 } rule EggbotTeamGestureTeamhug_Initiate { criteria IsEggbot ConceptTaunt NoTauntPartner TauntForceTeamhug response EggbotTeamhug_Initiate } response "EggbotTeamhug_Idle" { scene "scenes/player/eggbot/taunt_Teamhug_idle.vcd" then self teamtaunt_noshow foo:0 0.0 } rule EggbotTeamGestureTeamhug_Idle { criteria IsEggbot ConceptTeamTauntIdle TauntForceTeamhug response EggbotTeamhug_Idle } response "EggbotTeamhug_NoShow" { scene "scenes/player/eggbot/taunt_Teamhug_noShow.vcd" } rule EggbotTeamGestureTeamhug_NoShow { criteria IsEggbot ConceptTeamTauntNoShow NoTauntPartner TauntForceTeamhug response EggbotTeamhug_NoShow } response "EggbotTeamhug_Success" { scene "scenes/player/eggbot/taunt_Teamhug_success.vcd" } rule EggbotTeamGestureTeamhug_Success { criteria IsEggbot ConceptTaunt HasTauntPartner TauntForceTeamhug response EggbotTeamhug_Success } //----------------------------------------------------------------------- // Team Gesture Teamtease //----------------------------------------------------------------------- // Grabber response "EggbotTeamEggTease_Success" { scene "scenes/player/eggbot/taunt_teameggtease.vcd" } rule EggbotTeamGestureTeamEggTease_Success { criteria IsEggbot ConceptTaunt HasTauntPartner TauntForceTeamEggTease response EggbotTeamEggTease_Success } // Grabbed response "EggbotTeamBallTease_Success" { scene "scenes/player/eggbot/taunt_teamballtease.vcd" } rule EggbotTeamGestureTeamBallTease_Success { criteria IsEggbot ConceptTaunt HasTauntPartner TauntForceTeamBallTease response EggbotTeamBallTease_Success } //This animation is only playing the start of the taunt by eggbot but then stops becuase other player is too far away response "EggbotTeamEggTeaseFail" { scene "scenes/player/eggbot/taunt_teameggteasefail.vcd" } rule EggbotGestureTeamEggTeaseFail { criteria IsEggbot ConceptTaunt TauntForceTeamTease response EggbotTeamEggTeaseFail } //----------------------------------------------------------------------- // Gesture Laugh //----------------------------------------------------------------------- response "EggbotLaugh" { scene "scenes/player/eggbot/taunt_laugh.vcd" } rule EggbotGestureLaugh { criteria IsEggbot ConceptTaunt TauntForceLaugh response EggbotLaugh } //----------------------------------------------------------------------- // Gesture SmallWave //----------------------------------------------------------------------- response "EggbotSmallWave" { scene "scenes/player/eggbot/taunt_noGun_small_Wave.vcd" } rule EggbotGestureSmallWave { criteria IsEggbot ConceptTaunt TauntForceSmallWave MidPartner NoPortalGun response EggbotSmallWave } //----------------------------------------------------------------------- // Gesture Portalgun SmallWave //----------------------------------------------------------------------- response "EggbotPortalgunSmallWave" { scene "scenes/player/eggbot/taunt_portalgun_small_Wave.vcd" } rule EggbotGesturePortalgunSmallWave { criteria IsEggbot ConceptTaunt TauntForceSmallWave MidPartner HasPortalGun response EggbotPortalgunSmallWave } //----------------------------------------------------------------------- // Gesture BigWave //----------------------------------------------------------------------- response "EggbotBigWave" { scene "scenes/player/Eggbot/taunt_big_wave.vcd" } rule EggbotGestureBigWave { criteria IsEggbot ConceptTaunt TauntForceSmallWave FarPartner response EggbotBigWave } //----------------------------------------------------------------------- // Gesture RobotDance //----------------------------------------------------------------------- response "EggbotRobotDance" { scene "scenes/player/eggbot/taunt_robot_arm_ripple.vcd" } rule EggbotGestureRobotDance { criteria IsEggbot ConceptTaunt TauntForceRobotDance response EggbotRobotDance } //----------------------------------------------------------------------- // Gesture Trick Fire //----------------------------------------------------------------------- response "EggbotTrickFire" { scene "scenes/player/Eggbot/taunt_trickfire_ninja.vcd" } rule EggbotGestureTrickFire { criteria IsEggbot ConceptTaunt TauntForceTrickFire response EggbotTrickFire } //----------------------------------------------------------------------- // 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 "EggbotBackFlip" { scene "scenes/player/eggbot/taunt_backscratcher.vcd" scene "scenes/player/eggbot/taunt_somersault.vcd" } rule EggbotBackFlip { criteria IsEggbot ConceptTaunt InAir TauntForceNone response EggbotBackFlip } //----------------------------------------------------------------------- // Team Gesture RPS //----------------------------------------------------------------------- response "EggbotRPS_Initiate" { scene "scenes/player/Eggbot/taunt_rps_initiate.vcd" then self teamtaunt_idle foo:0 0.0 } rule EggbotTeamGestureRPS_Initiate { criteria IsEggbot ConceptTaunt NoTauntPartner TauntForceRPS response EggbotRPS_Initiate } response "EggbotRPS_Idle" { scene "scenes/player/eggbot/taunt_rps_idle.vcd" then self teamtaunt_noshow foo:0 0.0 } rule EggbotTeamGestureRPS_Idle { criteria IsEggbot ConceptTeamTauntIdle TauntForceRPS response EggbotRPS_Idle } response "EggbotRPS_NoShow" { scene "scenes/player/eggbot/taunt_RPS_noShow.vcd" } rule EggbotTeamGestureRPS_NoShow { criteria IsEggbot ConceptTeamTauntNoShow NoTauntPartner TauntForceRPS response EggbotRPS_NoShow } // RPS Result 1 response "EggbotRPS_Success1" { scene "scenes/player/eggbot/taunt_rps_egglose_scissors.vcd" } rule EggbotTeamGestureRPS_Success1 { criteria IsEggbot ConceptTaunt HasTauntPartner TauntForceRPS RPSResult1 response EggbotRPS_Success1 } // RPS Result 2 response "EggbotRPS_Success2" { scene "scenes/player/eggbot/taunt_rps_egglose_rock.vcd" //scene "scenes/player/eggbot/taunt_backscratcher.vcd" } rule EggbotTeamGestureRPS_Success2 { criteria IsEggbot ConceptTaunt HasTauntPartner TauntForceRPS RPSResult2 response EggbotRPS_Success2 } // RPS Result 3 response "EggbotRPS_Success3" { scene "scenes/player/eggbot/taunt_rps_eggwin_scissors.vcd" } rule EggbotTeamGestureRPS_Success3 { criteria IsEggbot ConceptTaunt HasTauntPartner TauntForceRPS RPSResult3 response EggbotRPS_Success3 } // RPS Result 4 response "EggbotRPS_Success4" { scene "scenes/player/eggbot/taunt_rps_eggwin_paper.vcd" } rule EggbotTeamGestureRPS_Success4 { criteria IsEggbot ConceptTaunt HasTauntPartner TauntForceRPS RPSResult4 response EggbotRPS_Success4 } // RPS Result 5 response "EggbotRPS_Success5" { scene "scenes/player/eggbot/taunt_rps_egglose_scissors.vcd" } rule EggbotTeamGestureRPS_Success5 { criteria IsEggbot ConceptTaunt HasTauntPartner TauntForceRPS RPSResult5 response EggbotRPS_Success5 } //----------------------------------------------------------------------- // Gesture ThumbsUp //----------------------------------------------------------------------- response "EggbotThumbsUp" { scene "scenes/player/eggbot/taunt_thumbsup.vcd" } rule EggbotGestureThumbsUp { criteria IsEggbot ConceptTaunt TauntForceThumbsUp response EggbotThumbsUp } //----------------------------------------------------------------------- // Gesture Dance //----------------------------------------------------------------------- response "EggbotDance" { scene "scenes/player/eggbot/taunt_spinJump.vcd" } rule EggbotGestureDance { criteria IsEggbot ConceptTaunt TauntForceDance response EggbotDance } //----------------------------------------------------------------------- // Gesture FistPump //----------------------------------------------------------------------- response "EggbotFistPump" { scene "scenes/player/eggbot/taunt_yes_fistPump.vcd" } rule EggbotGestureFistPump { criteria IsEggbot ConceptTaunt TauntForceFistPump response EggbotFistPump } //----------------------------------------------------------------------- // Gesture Shrug //----------------------------------------------------------------------- response "EggbotShrug" { scene "scenes/player/Eggbot/taunt_shrug.vcd" } rule EggbotGestureShrug { criteria IsEggbot ConceptTaunt TauntForceShrug response EggbotShrug } //----------------------------------------------------------------------- // Gesture Facepalm //----------------------------------------------------------------------- response "EggbotFacepalm" { scene "scenes/player/Eggbot/taunt_Face_palm.vcd" } rule EggbotGestureFacepalm { criteria IsEggbot ConceptTaunt TauntForceFacepalm response EggbotFacepalm } //----------------------------------------------------------------------- // Gesture sitspin //----------------------------------------------------------------------- response "Eggbotsitspin" { scene "scenes/player/Eggbot/taunt_sitspin.vcd" } rule EggbotGesturesitspin { criteria IsEggbot ConceptTaunt TauntForcesitspin response Eggbotsitspin } //----------------------------------------------------------------------- // Gesture selfspin //----------------------------------------------------------------------- response "Eggbotselfspin" { scene "scenes/player/Eggbot/taunt_selfspin.vcd" } rule EggbotGestureselfspin { criteria IsEggbot ConceptTaunt TauntForceselfspin response Eggbotselfspin } //----------------------------------------------------------------------- // Gesture Spinjump //----------------------------------------------------------------------- response "EggbotSpinjump" { scene "scenes/player/Eggbot/taunt_Spinjump.vcd" } rule EggbotGestureSpinjump { criteria IsEggbot ConceptTaunt TauntForceSpinjump response EggbotSpinjump } //----------------------------------------------------------------------- // Gesture pretzelwave //----------------------------------------------------------------------- response "Eggbotpretzelwave" { scene "scenes/player/Eggbot/taunt_pretzelwave.vcd" } rule EggbotGesturepretzelwave { criteria IsEggbot ConceptTaunt TauntForcepretzelwave response Eggbotpretzelwave }