// HALF-LIFE 2 SPEECH SYSTEM SENTENCES. // 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 // V_ indicates 'virtual' name or number // last letter indicates type: 'S' = soldier // soldier names, remembered by speaker: V_MYNAMES0 leader {Len 0.4} V_MYNAMES1 flash {Len 0.4} V_MYNAMES2 ranger {Len 0.4} V_MYNAMES3 hunter {Len 0.4} V_MYNAMES4 blade {Len 0.4} V_MYNAMES5 scar {Len 0.4} V_MYNAMES6 hammer {Len 0.4} V_MYNAMES7 sweeper {Len 0.4} V_MYNAMES8 swift {Len 0.4} V_MYNAMES9 fist {Len 0.4} V_MYNAMES10 sword {Len 0.4} V_MYNAMES11 savage {Len 0.4} V_MYNAMES12 tracker {Len 0.4} V_MYNAMES13 slash {Len 0.4} V_MYNAMES14 razor {Len 0.4} V_MYNAMES15 stab {Len 0.4} V_MYNAMES16 spear {Len 0.4} V_MYNAMES17 striker {Len 0.4} V_MYNAMES18 dagger {Len 0.4} // air support names: V_RNDNAMES0 ghost {Len 0.4} V_RNDNAMES1 reaper {Len 0.4} V_RNDNAMES2 nomad {Len 0.4} V_RNDNAMES3 hurricane {Len 0.4} V_RNDNAMES4 phantom {Len 0.4} V_RNDNAMES5 judge {Len 0.4} V_RNDNAMES6 shadow {Len 0.4} V_RNDNAMES7 slam {Len 0.4} V_RNDNAMES8 stinger {Len 0.4} V_RNDNAMES9 storm {Len 0.4} V_RNDNAMES10 vamp {Len 0.4} V_RNDNAMES11 winder {Len 0.4} V_RNDNAMES12 star {Len 0.4} //phonetic alphabet/codes: V_RNDCODES0 apex {Len 0.4} V_RNDCODES1 ion {Len 0.4} V_RNDCODES2 jet {Len 0.4} V_RNDCODES3 kilo {Len 0.4} V_RNDCODES4 mace {Len 0.4} V_RNDCODES5 nova {Len 0.4} V_RNDCODES6 payback {Len 0.4} V_RNDCODES7 sundown {Len 0.4} V_RNDCODES8 uniform {Len 0.4} V_RNDCODES9 boomer {Len 0.4} V_RNDCODES10 echo {Len 0.4} V_RNDCODES11 flatline {Len 0.4} V_RNDCODES12 helix {Len 0.4} V_RNDCODES13 ice {Len 0.4} V_RNDCODES14 quicksand {Len 0.4} V_RNDCODES15 payback {Len 0.4} V_RNDCODES16 ripcord {Len 0.4} //Numbers, remembered by speaker: V_MYNUMS0 zero {Len 0.4} V_MYNUMS1 one {Len 0.4} V_MYNUMS2 two {Len 0.4} V_MYNUMS3 three {Len 0.4} V_MYNUMS4 four {Len 0.4} V_MYNUMS5 five {Len 0.4} V_MYNUMS6 six {Len 0.4} V_MYNUMS7 seven {Len 0.4} V_MYNUMS8 eight {Len 0.4} V_MYNUMS9 niner {Len 0.4} // random numbers V_RNDNUMS0 zero {Len 0.4} V_RNDNUMS1 one {Len 0.4} V_RNDNUMS2 two {Len 0.4} V_RNDNUMS3 three {Len 0.4} V_RNDNUMS4 four {Len 0.4} V_RNDNUMS5 five {Len 0.4} V_RNDNUMS6 six {Len 0.4} V_RNDNUMS7 seven {Len 0.4} V_RNDNUMS8 eight {Len 0.4} V_RNDNUMS9 niner {Len 0.4} // numbers, must be in order, used for distance/heading to player use: V_DISTS or V_DIRS V_NUMBERSS0 zero {Len 0.4} V_NUMBERSS1 one {Len 0.4} V_NUMBERSS2 two {Len 0.4} V_NUMBERSS3 three {Len 0.4} V_NUMBERSS4 four {Len 0.4} V_NUMBERSS5 five {Len 0.4} V_NUMBERSS6 six {Len 0.4} V_NUMBERSS7 seven {Len 0.4} V_NUMBERSS8 eight {Len 0.4} V_NUMBERSS9 niner {Len 0.4} V_NUMBERSS10 ten {Len 0.4} V_NUMBERSS11 eleven {Len 0.4} V_NUMBERSS12 twelve {Len 0.4} V_NUMBERSS13 thirteen {Len 0.4} V_NUMBERSS14 fourteen {Len 0.4} V_NUMBERSS15 fifteen {Len 0.4} V_NUMBERSS16 sixteen {Len 0.4} V_NUMBERSS17 seventeen {Len 0.4} V_NUMBERSS18 eighteen {Len 0.4} V_NUMBERSS19 nineteen {Len 0.4} V_NUMBERSS20 twenty {Len 0.4} V_NUMBERSS21 thirty {Len 0.4} V_NUMBERSS22 fourty {Len 0.4} V_NUMBERSS23 fifty {Len 0.4} V_NUMBERSS24 sixty {Len 0.4} V_NUMBERSS25 seventy {Len 0.4} V_NUMBERSS26 eighty {Len 0.4} V_NUMBERSS27 ninety {Len 0.4} V_NUMBERSS28 onehundred {Len 0.4} V_NUMBERSS29 twohundred {Len 0.4} V_NUMBERSS30 threehundred {Len 0.4} // rnd global, used to designate target V_G0_PLAYERS0 freeman3 {len 0.5} V_G0_PLAYERS1 anticitizenone {len 0.5} V_G0_PLAYERS2 targetone {len 0.5} V_G0_PLAYERS3 priority1objective {len 0.5} V_G0_PLAYERS4 phantom {len 0.5} V_G0_PLAYERS5 ghost2 {len 0.5} // sequential gobal numbers, used for counting enemies down V_SEQGLOBNBRS0 zero {Len 0.4} V_SEQGLOBNBRS1 one {Len 0.4} V_SEQGLOBNBRS2 two {Len 0.4} V_SEQGLOBNBRS3 three {Len 0.4} V_SEQGLOBNBRS4 four {Len 0.4} V_SEQGLOBNBRS5 five {Len 0.4} V_SEQGLOBNBRS6 six {Len 0.4} V_SEQGLOBNBRS7 seven {Len 0.4} V_SEQGLOBNBRS8 eight {Len 0.4} V_SEQGLOBNBRS9 niner {Len 0.4} V_SEQGLOBNBRS10 ten {Len 0.4} V_SEQGLOBNBRS11 eleven {Len 0.4} V_SEQGLOBNBRS12 twelve {Len 0.4} V_SEQGLOBNBRS13 thirteen {Len 0.4} V_SEQGLOBNBRS14 fourteen {Len 0.4} V_SEQGLOBNBRS15 fifteen {Len 0.4} V_SEQGLOBNBRS16 sixteen {Len 0.4} V_SEQGLOBNBRS17 seventeen {Len 0.4} V_SEQGLOBNBRS18 eighteen {Len 0.4} V_SEQGLOBNBRS19 nineteen {Len 0.4} V_SEQGLOBNBRS20 twenty {Len 0.4} //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 about to start shooting // Marc, for any sentences you want to caption, just add the closecaption entry to the {Len} block as below // COMBINE_ANNOUNCE0 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS suppressing off1 {Len 0.96 closecaption} // To use a specified caption string, put it's name in there, too // COMBINE_ANNOUNCE0 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS suppressing off1 {Len 0.96 closecaption NPCSound.Caption} COMBINE_ANNOUNCE0 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS suppressing off1 {Len 0.96 closecaption NPC_Combine.Alert} COMBINE_ANNOUNCE1 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS gosharp off2 {Len 1.22 closecaption NPC_Combine.Alert} COMBINE_ANNOUNCE2 npc/combine_soldier/vo/(v100) on2 V_MYNAMES V_MYNUMS prosecuting off1 {Len 1.45 closecaption NPC_Combine.Alert} COMBINE_ANNOUNCE3 npc/combine_soldier/vo/(v100) on2 V_MYNAMES V_MYNUMS engaging off1 {Len 1.45 closecaption NPC_Combine.Alert} COMBINE_ANNOUNCE4 npc/combine_soldier/vo/(v100) on2 cover off1 {Len 1.45 closecaption NPC_Combine.Alert} // My enemy is close and I can see him COMBINE_ASSAULT0 npc/combine_soldier/vo/(v100) on1 contact V_G0_PLAYERS off1 {Len 0.87 closecaption NPC_Combine.Alert} COMBINE_ASSAULT1 npc/combine_soldier/vo/(v100) on1 contactconfirmprosecuting off1 {Len 1.23 closecaption NPC_Combine.Alert} COMBINE_ASSAULT2 npc/combine_soldier/vo/(v100) on2 contactconfim off1 {Len 1.08 closecaption NPC_Combine.Alert} COMBINE_ASSAULT3 npc/combine_soldier/vo/(v100) on2 targetmyradial V_DIRS degrees off3 {Len 1.45 closecaption NPC_Combine.Alert} // I am moving in COMBINE_FLANK0 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS closing off1 {Len 1.36 closecaption NPC_Combine.Coord} COMBINE_FLANK1 npc/combine_soldier/vo/(v100) on2 V_MYNAMES V_MYNUMS inbound off1 {Len 1.15 closecaption NPC_Combine.Coord} COMBINE_FLANK2 npc/combine_soldier/vo/(v100) on1 movein off2 {Len 1.15 closecaption NPC_Combine.Coord} COMBINE_FLANK3 npc/combine_soldier/vo/(v100) on2 V_MYNAMES V_MYNUMS sweepingin off1 {Len 1.15 closecaption NPC_Combine.Coord} COMBINE_FLANK4 npc/combine_soldier/vo/(v100) on1 coverme off1 {Len 1.15 closecaption NPC_Combine.Coord} COMBINE_FLANK5 npc/combine_soldier/vo/(v100) on1 V_MYNAMES unitisclosing off1 {Len 1.15 closecaption NPC_Combine.Coord} COMBINE_FLANK6 npc/combine_soldier/vo/(v100) on1 V_MYNAMES unitisinbound off1 {Len 1.15 closecaption NPC_Combine.Coord} COMBINE_FLANK7 npc/combine_soldier/vo/(v100) on1 V_MYNAMES unitismovingin off1 {Len 1.15 closecaption NPC_Combine.Coord} // I am still alert and pursuing enemy COMBINE_GO_ALERT0 npc/combine_soldier/vo/(v100) on1 alert1 off1 {Len 0.77 closecaption NPC_Combine.Coord} COMBINE_GO_ALERT1 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS executingfullresponse off1 {Len 0.77 closecaption NPC_Combine.Coord} // UNDONE: Nobody has seen enemy in 10 seconds COMBINE_LOST_LONG0 npc/combine_soldier/vo/(v100) on1 targetblackout off1 {Len 1.14 closecaption NPC_Combine.RadioChatter} COMBINE_LOST_LONG1 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS lostcontact off1 {Len 1.08 closecaption NPC_Combine.RadioChatter} COMBINE_LOST_LONG2 npc/combine_soldier/vo/(v100) on1 motioncheckallradials off1 {Len 1.05 closecaption NPC_Combine.RadioChatter} COMBINE_LOST_LONG3 npc/combine_soldier/vo/(v100) on1 stayalertreportsightlines off1 {Len 1.05 closecaption NPC_Combine.RadioChatter} COMBINE_LOST_LONG4 npc/combine_soldier/vo/(v100) on1 overwatch, teamdeployedandscanning off1 {Len 1.05 closecaption NPC_Combine.RadioChatter} COMBINE_LOST_LONG5 npc/combine_soldier/vo/(v100) on1 overwatch, V_MYNAMES V_MYNUMS engagedincleanup off1 {Len 1.05 closecaption NPC_Combine.RadioChatter} COMBINE_LOST_LONG6 npc/combine_soldier/vo/(v100) on1 readyweapons, stayalert off1 {Len 1.05 closecaption NPC_Combine.RadioChatter} // UNDONE: Nobody has seen enemy in 5 seconds COMBINE_LOST_SHORT0 npc/combine_soldier/vo/(v100) on1 targetisat shaddow4 off1 {Len 1.56 closecaption NPC_Combine.RadioChatter} COMBINE_LOST_SHORT1 npc/combine_soldier/vo/(v100) on1 readyextractors off1 {Len 1.19 closecaption NPC_Combine.RadioChatter} COMBINE_LOST_SHORT2 npc/combine_soldier/vo/(v100) on1 readycharges off1 {Len 1.13 closecaption NPC_Combine.RadioChatter} COMBINE_LOST_SHORT3 npc/combine_soldier/vo/(v100) on1 fixsightlinesmovein off1 {Len 1.13 closecaption NPC_Combine.RadioChatter} COMBINE_LOST_SHORT4 npc/combine_soldier/vo/(v100) on1 on1 containmentproceeding off1 {Len 0.98 closecaption NPC_Combine.RadioChatter} // I just saw a friendly die COMBINE_MAN_DOWN0 npc/combine_soldier/vo/(v100) on1 V_WHODIEDS onedown onedown off1 {Len 1.28 closecaption NPC_Combine.Alert} COMBINE_MAN_DOWN1 npc/combine_soldier/vo/(v100) on1 V_WHODIEDS onedutyvacated off1 {Len 1.41 closecaption NPC_Combine.Alert} COMBINE_MAN_DOWN2 npc/combine_soldier/vo/(v100) on2 heavyresistance off3 {Len 1.45 closecaption NPC_Combine.Alert} COMBINE_MAN_DOWN3 npc/combine_soldier/vo/(v100) on1 overwatchrequestreinforcement off3 {Len 1.45 closecaption NPC_Combine.Alert} COMBINE_MAN_DOWN4 npc/combine_soldier/vo/(v100) on1 V_WHODIEDS onedown, hardenthatposition off3 {Len 1.45 closecaption NPC_Combine.Alert} // UNDONE: Just found enemy after lost long COMBINE_REFIND_ENEMY0 npc/combine_soldier/vo/(v100) on1 target V_G0_PLAYERS, goactiveintercept off1 {Len 0.77 closecaption NPC_Combine.Alert} COMBINE_REFIND_ENEMY1 npc/combine_soldier/vo/(v100) on2 gosharp range V_DISTS off3 {Len 1.45 closecaption NPC_Combine.Alert} COMBINE_REFIND_ENEMY2 npc/combine_soldier/vo/(v100) on2 targetcontactat V_GRIDXS dash V_GRIDYS off3 {Len 1.45 closecaption NPC_Combine.Alert} COMBINE_REFIND_ENEMY3 npc/combine_soldier/vo/(v100) on2 viscon viscon(p110), range V_DISTS, bearing V_DIRS off3 {Len 1.45 closecaption NPC_Combine.Alert} // I am throwing a grenade COMBINE_THROW_GRENADE0 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS extractoraway off1 {Len 1.31 closecaption NPC_Combine.Grenade} COMBINE_THROW_GRENADE1 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS extractorislive off1 {Len 1.33 closecaption NPC_Combine.Grenade} COMBINE_THROW_GRENADE2 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS flush sharpzone off1 {Len 1.24 closecaption NPC_Combine.Grenade} COMBINE_THROW_GRENADE3 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS extractoraway sharpzone off1 {Len 1.24 closecaption NPC_Combine.Grenade} COMBINE_THROW_GRENADE4 npc/combine_soldier/vo/(v100) on1. six, five, four, three, two, one, flash flash(p105) flash(p110) off1 {Len 1.24 closecaption NPC_Combine.Grenade} //COMBINE_THROW1 npc/combine_soldier/vo/on1 (t30) take!(e75) this!(e100 t0) off1 {Len 1.03} //COMBINE_THROW2 npc/combine_soldier/vo/(v10) on1(p120) (t40) fire!(e90) in!(e90) the!(e60) hole!(e100) off1 {Len 1.37} // Enemy Grenade lands nearby (one man only) COMBINE_GREN0 npc/combine_soldier/vo/(v100) on1(p120) bouncerbouncer off1 {Len 1.17 closecaption NPC_Combine.Grenade} COMBINE_GREN1 npc/combine_soldier/vo/(v100) on1(p120) flaredown off1 {Len 1.17 closecaption NPC_Combine.Grenade} // Something dangerous nearby, need to run COMBINE_DANGER0 npc/combine_soldier/vo/(v100) on1(p120) displace off1 {Len 1.17} COMBINE_DANGER1 npc/combine_soldier/vo/(v100) on1(p120) displace2 off3 {Len 1.17} COMBINE_DANGER2 npc/combine_soldier/vo/(v100) on1(p120) ripcordripcord off1 {Len 1.17} // Player Alert - first contact and I'm the squad leader COMBINE_ALERT0 npc/combine_soldier/vo/(v100) on2(p110) contactconfim V_G0_PLAYERS, range V_DISTS meters, bearing V_DIRS degrees off1 {Len 1.13 closecaption NPC_Combine.Alert} COMBINE_ALERT1 npc/combine_soldier/vo/(v100) on1(p110) gosharpgosharp, V_DISTS meters off1 {Len 1.13 closecaption NPC_Combine.Alert} COMBINE_ALERT2 npc/combine_soldier/vo/(v100) on2(p110) callcontacttarget1, grid V_GRIDXS dash V_GRIDYS off1 {Len 1.13 closecaption NPC_Combine.Alert} COMBINE_ALERT3 npc/combine_soldier/vo/(v100) on1(p110) targetisat V_DISTS meters bearing V_DIRS degrees off1 {Len 1.13 closecaption NPC_Combine.Alert} COMBINE_ALERT4 npc/combine_soldier/vo/(v100) on1(p110) targetmyradial V_DIRS degrees off1 {Len 1.13 closecaption NPC_Combine.Alert} COMBINE_ALERT5 npc/combine_soldier/vo/(v100) on2(p110) contact V_G0_PLAYERS off3 {Len 1.13 closecaption NPC_Combine.Alert} COMBINE_ALERT6 npc/combine_soldier/vo/(v100) on1(p110) targetcontactat V_DISTS meters, bearing V_DIRS degrees off1 {Len 1.13 closecaption NPC_Combine.Alert} COMBINE_ALERT7 npc/combine_soldier/vo/(v100) on2(p110) designatetargetas V_G0_PLAYERS off1 {Len 1.13 closecaption NPC_Combine.Alert} COMBINE_ALERT8 npc/combine_soldier/vo/(v100) on1(p110) contactconfirmprosecuting off2 {Len 1.13 closecaption NPC_Combine.Alert} COMBINE_ALERT9 npc/combine_soldier/vo/(v100) on1(p110) contactconfim, designatetargetas V_G0_PLAYERS off1 {Len 1.13 closecaption NPC_Combine.Alert} // last soldier's hit damaged player significantly COMBINE_PLAYERHIT0 npc/combine_soldier/vo/(v100) targetcompromisedmovein off1 {Len 1.13} COMBINE_PLAYERHIT1 npc/combine_soldier/vo/(v100) affirmativewegothimnow off1 {Len 1.13} COMBINE_PLAYERHIT2 npc/combine_soldier/vo/(v100) thatsitwrapitup off2 {Len 1.13} // Monster Alert - first contact and I'm the squad leader COMBINE_MONST0 npc/combine_soldier/vo/(v100) confirmsectornotsterile off1 {Len 1.72 closecaption NPC_Combine.Alert} COMBINE_MONST1 npc/combine_soldier/vo/(v100) visualonexogens off1 {Len 1.72 closecaption NPC_Combine.Alert} COMBINE_MONST2 npc/combine_soldier/vo/(v100) overwatch sector V_SECTORS infected off1 {Len 1.72 closecaption NPC_Combine.Alert} // Monster Alert - by type COMBINE_MONST_BUGS0 npc/combine_soldier/vo/(v100) confirmsectornotsterile off1 {Len 1.72 closecaption NPC_Combine.Alert} COMBINE_MONST_BUGS1 npc/combine_soldier/vo/(v100) swarmoutbreakinsector V_SECTORS off1 {Len 1.72 closecaption NPC_Combine.Alert} COMBINE_MONST_BUGS2 npc/combine_soldier/vo/(v100) overwatch, weareinaninfestationzone, sector V_SECTORS off2 {Len 1.72 closecaption NPC_Combine.Alert} COMBINE_MONST_BUGS3 npc/combine_soldier/vo/(v100) overwatch, wehavenontaggedviromes, grid V_GRIDXS dash V_GRIDYS off1 {Len 1.72 closecaption NPC_Combine.Alert} COMBINE_MONST_CITIZENS0 npc/combine_soldier/vo/(v100) outbreak off1 {Len 1.72 closecaption NPC_Combine.Alert} COMBINE_MONST_CHARACTER0 npc/combine_soldier/vo/(v100) target, prioritytwoescapee off1 {Len 1.72 closecaption NPC_Combine.Alert} COMBINE_MONST_CHARACTER1 npc/combine_soldier/vo/(v100) outbreakstatusiscode hurricane off1 {Len 1.72 closecaption NPC_Combine.Alert} COMBINE_MONST_ZOMBIES0 npc/combine_soldier/vo/(v100) necrotics off3 {Len 1.72 closecaption NPC_Combine.Alert} COMBINE_MONST_ZOMBIES1 npc/combine_soldier/vo/(v100) necroticsinbound off1 {Len 1.72 closecaption NPC_Combine.Alert} COMBINE_MONST_ZOMBIES2 npc/combine_soldier/vo/(v100) overwatch, weareinaninfestationzone, sector V_SECTORS off2 {Len 1.72 closecaption NPC_Combine.Alert} COMBINE_MONST_PARASITES0 npc/combine_soldier/vo/(v100) callcontactparasitics off1 {Len 1.72 closecaption NPC_Combine.Alert} COMBINE_MONST_PARASITES1 npc/combine_soldier/vo/(v100) overwatch, wehavefreeparasites, sector V_SECTORS off1 {Len 1.72 closecaption NPC_Combine.Alert} // I killed a monster COMBINE_KILL_MONST0 npc/combine_soldier/vo/(v100) V_SEQGLOBNBRS cleaned off1 {Len 1.72 closecaption NPC_Combine.RadioChatter} COMBINE_KILL_MONST1 npc/combine_soldier/vo/(v100) V_SEQGLOBNBRS sterilized off3 {Len 1.72 closecaption NPC_Combine.RadioChatter} COMBINE_KILL_MONST2 npc/combine_soldier/vo/(v100) V_SEQGLOBNBRS contained off1 {Len 1.72 closecaption NPC_Combine.RadioChatter} // I was hit and it hurt. I'm taking cover (commented out in code) COMBINE_COVER0 npc/combine_soldier/vo/(v100) on1 coverhurt off1 {Len 0.95 closecaption NPC_Combine.Coord} COMBINE_COVER1 npc/combine_soldier/vo/(v100) on1 displace2 off1 {Len 0.95 closecaption NPC_Combine.Coord} COMBINE_COVER2 npc/combine_soldier/vo/(v100) on2 V_MYNAMES V_MYNUMS requestmedical off1 {Len 0.95 closecaption NPC_Combine.Coord} COMBINE_COVER3 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS requeststimdose off1 {Len 0.95 closecaption NPC_Combine.Coord} // I took damage but it didn't hurt much (commented out in code) COMBINE_TAUNT0 npc/combine_soldier/vo/(v100) on1(p110) targetineffective off1(p120) on1 {Len 1.32} COMBINE_TAUNT1 npc/combine_soldier/vo/(v100) on2(p110) bodypackholding off2(p120) on1 {Len 1.32} COMBINE_TAUNT2 npc/combine_soldier/vo/(v100) on1(p110) V_MYNAMES V_MYNUMS, fullactive off1(p120) on1 {Len 1.32} // I'm the last guy in the squad COMBINE_LAST_OF_SQUAD0 npc/combine_soldier/vo/(v100) on2 overwatchrequestreserveactivation off1 {len 1.5 closecaption NPC_Combine.Last} COMBINE_LAST_OF_SQUAD1 npc/combine_soldier/vo/(v100) on1 overwatch, sectorisnotsecure off3 {Len 1.28 closecaption NPC_Combine.Last} COMBINE_LAST_OF_SQUAD2 npc/combine_soldier/vo/(v100) on1 sector V_SECTORS, outbreak outbreak(p105) outbreak(p110) off1 {Len 1.28 closecaption NPC_Combine.Last} COMBINE_LAST_OF_SQUAD3 npc/combine_soldier/vo/(v100) on1 V_MYNAMES V_MYNUMS isfinalteamunitbackup off1 {Len 1.28 closecaption NPC_Combine.Last} COMBINE_LAST_OF_SQUAD4 npc/combine_soldier/vo/(v100) on1 overwatchteamisdown off1 {Len 1.28 closecaption NPC_Combine.Last} COMBINE_LAST_OF_SQUAD5 npc/combine_soldier/vo/(v100) on2 overwatchsectoroverrun off2 {Len 1.28 closecaption NPC_Combine.Last} COMBINE_LAST_OF_SQUAD6 npc/combine_soldier/vo/(v100) on1 overwatchrequestskyshield off1 {Len 0.95 closecaption NPC_Combine.Last} COMBINE_LAST_OF_SQUAD7 npc/combine_soldier/vo/(v100) on1 overwatchrequestwinder off1 {Len 0.95 closecaption NPC_Combine.Last} // player is dead COMBINE_PLAYER_DEAD0 npc/combine_soldier/vo/(v100) on1 overwatchconfirmhvtcontained off3 {Len 0.82} COMBINE_PLAYER_DEAD1 npc/combine_soldier/vo/(v100) on1 overwatchtarget1sterilized off1 {Len 1.87} COMBINE_PLAYER_DEAD2 npc/combine_soldier/vo/(v100) on2 overwatchtargetcontained off2 {Len 1.38} COMBINE_PLAYER_DEAD3 npc/combine_soldier/vo/(v100) on2 overwatch, stabilizationteamhassector off1 {Len 1.38} COMBINE_PLAYER_DEAD4 npc/combine_soldier/vo/(v100) on2 overwatch, V_G0_PLAYERS secure off3 {Len 1.38} COMBINE_PLAYER_DEAD5 npc/combine_soldier/vo/(v100) on1 overwatch, V_G0_PLAYERS delivered off1 {Len 1.38} COMBINE_PLAYER_DEAD6 npc/combine_soldier/vo/(v100) on1 overwatch, antiseptic administer off1 {Len 1.38} // Idle statement - my status, no enemy COMBINE_IDLE0 npc/combine_soldier/vo/(v30) on1 V_RNDNAMES V_RNDCODES V_RNDNUMS dash V_RNDNUMS off1 {Len 2.97 closecaption NPC_Combine.RadioChatter} COMBINE_IDLE1 npc/combine_soldier/vo/(v30) on1 overwatchreportspossiblehostiles off1 {Len 2.97 closecaption NPC_Combine.RadioChatter} COMBINE_IDLE2 npc/combine_soldier/vo/(v30) on1 ovewatchorders3ccstimboost off2 {Len 2.97 closecaption NPC_Combine.RadioChatter} COMBINE_IDLE3 npc/combine_soldier/vo/(v30) on2 stabilizationteamholding off1 {Len 2.97 closecaption NPC_Combine.RadioChatter} COMBINE_IDLE4 npc/combine_soldier/vo/(v30) on1 V_MYNAMES V_MYNUMS standingby] off1(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter} // I'm asking a question while idle, which may be answered with affirmative COMBINE_QUEST0 npc/combine_soldier/vo/(v30) on1 readyweaponshostilesinbound off1(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter} COMBINE_QUEST1 npc/combine_soldier/vo/(v30) on1 prepforcontact off3(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter} COMBINE_QUEST2 npc/combine_soldier/vo/(v30) on2 skyshieldreportslostcontact, readyweapons off1(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter} COMBINE_QUEST3 npc/combine_soldier/vo/(v30) on2 stayalert off3(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter} COMBINE_QUEST4 npc/combine_soldier/vo/(v30) on2 weaponsoffsafeprepforcontact off2(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter} COMBINE_QUEST5 npc/combine_soldier/vo/(v30) on1 overwatch isatcode V_RNDCODES V_RNDNUMS off1(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter} // Answering affirmative COMBINE_ANSWER0 npc/combine_soldier/vo/(v30) on1 affirmative off1 {Len 1.57} COMBINE_ANSWER1 npc/combine_soldier/vo/(v30) on1 copy off1 {Len 1.57} COMBINE_ANSWER2 npc/combine_soldier/vo/(v30) on2 copythat off3 {Len 1.57} COMBINE_ANSWER3 npc/combine_soldier/vo/(v30) on1 affirmative2 off1 {Len 1.57} COMBINE_ANSWER4 npc/combine_soldier/vo/(v30) on1 copythat, V_RNDNAMES V_RNDCODES V_RNDNUMS dash V_RNDNUMS off1 {Len 1.57} // Answering all clear COMBINE_CLEAR0 npc/combine_soldier/vo/(v30) on1 V_MYNAMES V_MYNUMS hasnegativemovement grid V_GRIDXS dash V_GRIDYS on1 off2(p120) {Len 2.30} COMBINE_CLEAR1 npc/combine_soldier/vo/(v30) on1 V_MYNAMES V_MYNUMS isholdingatcode V_RNDCODES on1 off1(p120) {Len 2.30} COMBINE_CLEAR2 npc/combine_soldier/vo/(v30) on2 V_MYNAMES V_MYNUMS hasnegativemovement on1 off3(p120) {Len 2.30} COMBINE_CLEAR3 npc/combine_soldier/vo/(v30) on1 affirmative, noviscon on1 off1(p120) {Len 2.30} COMBINE_CLEAR4 npc/combine_soldier/vo/(v30) on1 sightlineisclear on1 off1(p120) {Len 2.30} COMBINE_CLEAR5 npc/combine_soldier/vo/(v30) on2 V_MYNAMES reportingclear on1 off3(p120) {Len 2.30} COMBINE_CLEAR6 npc/combine_soldier/vo/(v30) on1 sectorissecurenovison on1 off1(p120) {Len 2.30} // Questioning if all clear COMBINE_CHECK0 npc/combine_soldier/vo/(v30) on1 stayalertreportsightlines off3 {Len 1.63} COMBINE_CHECK1 npc/combine_soldier/vo/(v30) on2 reportallpositionsclear off3 {Len 1.63} COMBINE_CHECK2 npc/combine_soldier/vo/(v30) on1 reportallradialsfree off3 {Len 1.63} //----------------------------------------------------------------------------- // METROPOLICE STARTS HERE //----------------------------------------------------------------------------- // hl2 map names - 24 names max 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__ substring in word in sentence is replaced with _MAPxx where xx is mapnumber // location prefix by mapname (remembered) (duplicated for metropolice and overwatch) // 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 // player names by mapname (remembered) (duplicated for metropolice and overwatch) 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 // rnd address suffix (remembered) (duplicated for metropolice and overwatch) V_G3_NUMBP0 zero V_G3_NUMBP1 one V_G3_NUMBP2 two V_G3_NUMBP3 three V_G3_NUMBP4 four V_G3_NUMBP5 five V_G3_NUMBP6 six V_G3_NUMBP7 seven V_G3_NUMBP8 eight V_G3_NUMBP9 nine // sequential global numbers, used for counting enemies down (duplicated for metropolice and overwatch) V_SEQG0_NBRP0 one {Len 0.4} V_SEQG0_NBRP1 two {Len 0.4} V_SEQG0_NBRP2 three {Len 0.4} V_SEQG0_NBRP3 four {Len 0.4} V_SEQG0_NBRP4 five {Len 0.4} V_SEQG0_NBRP5 six {Len 0.4} V_SEQG0_NBRP6 seven {Len 0.4} V_SEQG0_NBRP7 eight {Len 0.4} V_SEQG0_NBRP8 nine {Len 0.4} V_SEQG0_NBRP9 ten {Len 0.4} V_SEQG0_NBRP10 eleven {Len 0.4} V_SEQG0_NBRP11 twelve {Len 0.4} V_SEQG0_NBRP12 thirteen {Len 0.4} V_SEQG0_NBRP13 fourteen {Len 0.4} V_SEQG0_NBRP14 fifteen {Len 0.4} V_SEQG0_NBRP15 sixteen {Len 0.4} V_SEQG0_NBRP16 seventeen {Len 0.4} V_SEQG0_NBRP17 eighteen {Len 0.4} V_SEQG0_NBRP18 nineteen {Len 0.4} V_SEQG0_NBRP19 twenty {Len 0.4} // numbers, must be in order (duplicated for metropolice and overwatch) V_NUMBERSP0 zero {Len 0.4} V_NUMBERSP1 one {Len 0.4} V_NUMBERSP2 two {Len 0.4} V_NUMBERSP3 three {Len 0.4} V_NUMBERSP4 four {Len 0.4} V_NUMBERSP5 five {Len 0.4} V_NUMBERSP6 six {Len 0.4} V_NUMBERSP7 seven {Len 0.4} V_NUMBERSP8 eight {Len 0.4} V_NUMBERSP9 nine {Len 0.4} V_NUMBERSP10 ten {Len 0.4} V_NUMBERSP11 eleven {Len 0.4} V_NUMBERSP12 twelve {Len 0.4} V_NUMBERSP13 thirteen {Len 0.4} V_NUMBERSP14 fourteen {Len 0.4} V_NUMBERSP15 fifteen {Len 0.4} V_NUMBERSP16 sixteen {Len 0.4} V_NUMBERSP17 seventeen {Len 0.4} V_NUMBERSP18 eighteen {Len 0.4} V_NUMBERSP19 nineteen {Len 0.4} V_NUMBERSP20 twenty {Len 0.4} V_NUMBERSP21 thirty {Len 0.4} V_NUMBERSP22 fourty {Len 0.4} V_NUMBERSP23 fifty {Len 0.4} V_NUMBERSP24 sixty {Len 0.4} V_NUMBERSP25 seventy {Len 0.4} V_NUMBERSP26 eighty {Len 0.4} V_NUMBERSP27 ninety {Len 0.4} V_NUMBERSP28 onehundred {Len 0.4} V_NUMBERSP29 twohundred {Len 0.4} V_NUMBERSP30 threehundred {Len 0.4} // random codes, player is criminal (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 // random codes, player is not criminal (duplicated for metropolice and overwatch) 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 // random action codes (duplicated for metropolice and overwatch) 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} // unit names, remembered by speaker (duplicated for metropolice and overwatch) 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 // unit numbers, remembered by speaker: (duplicated for metropolice and overwatch) 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} // location-specific alert sounds (unused currently) METROPOLICE_CANAL_ALERT0 npc/metropolice/vo/(v100) on1 suspectinstormrunoff V_G1_LOCATION_MAP__P V_G3_NUMBP off3 {Len 1.5 closecaption NPC_Combine.Alert} METROPOLICE_UPTHERE_ALERT0 npc/metropolice/vo/(v100) on1 hesupthere off4 {Len 1.5 closecaption NPC_Combine.Alert} METROPOLICE_WATER_ALERT0 npc/metropolice/vo/(v100) on1 suspectusingrestrictedcanals V_G1_LOCATION_MAP__P V_G3_NUMBP 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) METROPOLICE_PAIN_LIGHT0 npc/metropolice/vo/(v100) on1 minorhitscontinuing off1 {Len 1.5 closecaption NPC_Combine.Pain} //METROPOLICE_PAIN_LIGHT1 npc/metropolice/vo/(v100) on1 V_MYNAMEP V_MYNUMP is10-108 off1 {Len 1.5 closecaption NPC_Combine.Pain} // Pain sounds (I'm under 25% health for the first time, used only once) METROPOLICE_PAIN_HEAVY0 npc/metropolice/vo/(v90) on1 11-99officerneedsassistance off1 {Len 1.5 closecaption NPC_Combine.Pain} METROPOLICE_PAIN_HEAVY1 npc/metropolice/vo/(v90) on1 officerneedshelp off1 {Len 1.5 closecaption NPC_Combine.Pain} METROPOLICE_PAIN_HEAVY2 npc/metropolice/vo/(v90) on1 dispatchIneed10-78 off4 {Len 1.5 closecaption NPC_Combine.Pain} METROPOLICE_PAIN_HEAVY3 npc/metropolice/vo/(v90) on1 officerneedsassistance off4 {Len 1.5 closecaption NPC_Combine.Pain} //METROPOLICE_PAIN_HEAVY3 npc/metropolice/vo/(v100) on1 V_MYNAMEP needsmedical11-99 off1 {Len 1.5 closecaption NPC_Combine.Pain} // // 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} // Check with squadmates METROPOLICE_IDLE_CHECK0 npc/metropolice/vo/(v50) on1 V_G1_LOCATION_MAP__P V_G3_NUMBP ptatlocationreport off1 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_IDLE_CHECK1 npc/metropolice/vo/(v50) on2 anyonepickup647e off4 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_IDLE_CHECK2 npc/metropolice/vo/(v50) on2 stillgetting647e off3 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_IDLE_CHECK3 npc/overwatch/radiovoice/(v50) on3 teamsreportstatus off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // Response to the check with squadmates METROPOLICE_IDLE_CLEAR0 npc/metropolice/vo/(v50) on1 clearno647no10-107 off1 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_IDLE_CLEAR1 npc/metropolice/vo/(v50) on2 wearesociostablethislocation off4 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_IDLE_CLEAR2 npc/metropolice/vo/(v50) on1 blockisholdingcohesive off1 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_IDLE_CLEAR3 npc/metropolice/vo/(v50) on2 control100percent off3 {Len 1.5 closecaption NPC_Combine.RadioChatter} // Ask a question to squadmates METROPOLICE_IDLE_QUEST0 npc/metropolice/vo/(v50) on1 anyonepickup647e off4 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_IDLE_QUEST1 npc/metropolice/vo/(v50) on2 checkformiscount off1 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_IDLE_QUEST2 npc/metropolice/vo/(v50) on1 catchthatbliponstabilization off3 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_IDLE_QUEST3 npc/metropolice/vo/(v50) on2 pickingupnoncorplexindy off3 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_IDLE_QUEST4 npc/overwatch/radiovoice/(v50) on3 confirmupialert off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_IDLE_QUEST5 npc/overwatch/radiovoice/(v50) on3 recalibratesocioscan off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_IDLE_QUEST6 npc/overwatch/radiovoice/(v50) on3 airwatchreportspossiblemiscount off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_IDLE_QUEST7 npc/overwatch/radiovoice/(v50) on3 recalibratesocioscan, recievingconflictingdata off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // Answer to a question asked METROPOLICE_IDLE_ANSWER0 npc/metropolice/vo/(v50) on1 copy off4 {Len 1.5} METROPOLICE_IDLE_ANSWER1 npc/metropolice/vo/(v50) on1 rodgerthat off1 {Len 1.5} METROPOLICE_IDLE_ANSWER2 npc/metropolice/vo/(v50) on2 ten4 off4 {Len 1.5} METROPOLICE_IDLE_ANSWER3 npc/metropolice/vo/(v50) on1 ten2 off1 {Len 1.5} METROPOLICE_IDLE_ANSWER4 npc/metropolice/vo/(v50) on2 ten97 off3 {Len 1.5} METROPOLICE_IDLE_ANSWER5 npc/metropolice/vo/(v50) on1 affirmative off1 {Len 1.5} METROPOLICE_IDLE_ANSWER6 npc/metropolice/vo/(v50) on2 affirmative2 off1 {Len 1.5} // Player is near, cop is harassing him METROPOLICE_IDLE_HARASS_PLAYER0 npc/metropolice/vo/(v70) on1 getoutofhere off1 {Len 1.5} METROPOLICE_IDLE_HARASS_PLAYER1 npc/metropolice/vo/(v70) on1 movealong off4 {Len 1.5} METROPOLICE_IDLE_HARASS_PLAYER2 npc/metropolice/vo/(v70) on1 vacatecitizen off4 {Len 1.5} METROPOLICE_IDLE_HARASS_PLAYER3 npc/metropolice/vo/(v70) on1 youwantamalcomplianceverdict off3 {Len 1.5} METROPOLICE_IDLE_HARASS_PLAYER4 npc/metropolice/vo/(v70) on1 lookingfortrouble off3 {Len 1.5} METROPOLICE_IDLE_HARASS_PLAYER5 npc/metropolice/vo/(v70) on2 possiblelevel3civilprivacyviolator off3 {Len 1.5} METROPOLICE_IDLE_HARASS_PLAYER6 npc/metropolice/vo/(v70) on2 possible647erequestairwatch off3 {Len 1.5} METROPOLICE_IDLE_HARASS_PLAYER7 npc/metropolice/vo/(v70) on2 possible10-103alerttagunits off4 {Len 1.5} METROPOLICE_IDLE_HARASS_PLAYER8 npc/metropolice/vo/(v70) on2 gota10-107sendairwatch off3 {Len 1.5} // // 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} // Check with squadmates METROPOLICE_IDLE_CHECK_CR0 npc/metropolice/vo/(v50) on1 ptatlocationreport V_G1_LOCATION_MAP__P V_G3_NUMBP off1 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_IDLE_CHECK_CR1 npc/metropolice/vo/(v50) on1 cprequestsallunitsreportin off3 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_IDLE_CHECK_CR2 npc/metropolice/vo/(v50) on2 cpbolforthat243 off1 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_IDLE_CHECK_CR3 npc/metropolice/vo/(v50) on1 localcptreportstatus off4 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_IDLE_CHECK_CR4 npc/overwatch/radiovoice/(v50) on3 allunitsbolfor243suspect off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_IDLE_CHECK_CR5 npc/overwatch/radiovoice/(v50) on3 statuson243suspect off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_IDLE_CHECK_CR6 npc/overwatch/radiovoice/(v50) on3 reporton V_G2_SUSPECT_MAP__P off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_IDLE_CHECK_CR7 npc/metropolice/vo/(v50) on1 reportsightingsaccomplices V_G2_SUSPECT_MAP__P off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // Response to the check with squadmates METROPOLICE_IDLE_CLEAR_CR0 npc/metropolice/vo/(v50) on1 suspectlocationunknown off3 {Len 1.5} METROPOLICE_IDLE_CLEAR_CR1 npc/metropolice/vo/(v50) on1 clearandcode100 off1 {Len 1.5} METROPOLICE_IDLE_CLEAR_CR2 npc/metropolice/vo/(v50) on2 novisualonupi off4 {Len 1.5} METROPOLICE_IDLE_CLEAR_CR3 npc/metropolice/vo/(v50) on1 searchingforsuspect off4 {Len 1.5} METROPOLICE_IDLE_CLEAR_CR4 npc/metropolice/vo/(v50) on2 utlthatsuspect off1 {Len 1.5} // Ask a question to squadmates METROPOLICE_IDLE_QUEST_CR0 npc/metropolice/vo/(v50) on1 confirmadw off3 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_IDLE_QUEST_CR1 npc/metropolice/vo/(v50) on1 allunitsbol34sat V_G1_LOCATION_MAP__P off3 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_IDLE_QUEST_CR2 npc/metropolice/vo/(v50) on2 dispreportssuspectincursion V_G1_LOCATION_MAP__P V_G3_NUMBP off1 off1 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_IDLE_QUEST_CR3 npc/metropolice/vo/(v50) on1 dispupdatingapb V_G2_SUSPECT_MAP__P off3 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_IDLE_QUEST_CR4 npc/overwatch/radiovoice/(v50) on3 allunitsverdictcodeonsuspect V_G2_SUSPECT_MAP__P, isnow V_RNDACTP V_RNDNUMP V_RNDACTP off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_IDLE_QUEST_CR5 npc/overwatch/radiovoice/(v50) on3 preparetoinnoculate V_G1_LOCATION_MAP__P off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_IDLE_QUEST_CR6 npc/overwatch/radiovoice/(v50) on3 allunitsreturntocode12 off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // Answer to a question asked METROPOLICE_IDLE_ANSWER_CR0 npc/metropolice/vo/(v50) on1 copy off1 {Len 1.5} METROPOLICE_IDLE_ANSWER_CR1 npc/metropolice/vo/(v50) on1 rodgerthat off4 {Len 1.5} METROPOLICE_IDLE_ANSWER_CR2 npc/metropolice/vo/(v50) on2 ten4 off1 {Len 1.5} METROPOLICE_IDLE_ANSWER_CR3 npc/metropolice/vo/(v50) on1 ten2 off3 {Len 1.5} METROPOLICE_IDLE_ANSWER_CR4 npc/metropolice/vo/(v50) on2 ten97 off4 {Len 1.5} METROPOLICE_IDLE_ANSWER_CR5 npc/metropolice/vo/(v50) on2 affirmative off1 {Len 1.5} METROPOLICE_IDLE_ANSWER_CR6 npc/metropolice/vo/(v50) on1 affirmative2 off4 {Len 1.5} // // Preciminal harrasment (amplifying in nastiness) // // These are done in sequence as the player persistently pesters the cops METROPOLICE_MOVE_ALONG_A0 npc/metropolice/vo/(v60) on1 movealong3 off1 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong1} METROPOLICE_MOVE_ALONG_A1 npc/metropolice/vo/(v60) on1 move off4 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong1} METROPOLICE_MOVE_ALONG_A2 npc/metropolice/vo/(v60) on1 keepmoving off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong1} METROPOLICE_MOVE_ALONG_B0 npc/metropolice/vo/(v70) on1 Isaidmovealong off1 {Len 1.5closecaption NPC_MetroPolice.MoveAlong2} METROPOLICE_MOVE_ALONG_B1 npc/metropolice/vo/(v70) on2 youwantamalcomplianceverdict off3 {Len 1.5closecaption NPC_MetroPolice.MoveAlong2} //METROPOLICE_MOVE_ALONG_B2 npc/metropolice/vo/(v70) on1 moveaway off4 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong2} METROPOLICE_MOVE_ALONG_C0 npc/metropolice/vo/(v80) on2 level3civilprivacyviolator off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong3} METROPOLICE_MOVE_ALONG_C1 npc/metropolice/vo/(v80) on2 malcompliant10107my1020 off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong3} METROPOLICE_MOVE_ALONG_C2 npc/metropolice/vo/(v80) on2 preparingtojudge10-107 off4 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong3} METROPOLICE_MOVE_ALONG_C3 npc/metropolice/vo/(v80) on2 readytoprosecutefinalwarning off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong} // These also are done in sequence as the player persistently pesters the cops METROPOLICE_BACK_UP_A0 npc/metropolice/vo/(v60) on1 backup off1 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong1} METROPOLICE_BACK_UP_A1 npc/metropolice/vo/(v60) on1 getoutofhere off4 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong1} METROPOLICE_BACK_UP_A2 npc/metropolice/vo/(v60) on2 firstwarningmove off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong1} METROPOLICE_BACK_UP_B0 npc/metropolice/vo/(v70) on1 movebackrightnow off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong2} METROPOLICE_BACK_UP_B1 npc/metropolice/vo/(v70) on1 secondwarning off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong2} //METROPOLICE_BACK_UP_B2 npc/metropolice/vo/(v70) on2 moveawayenforcementarea off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong2} METROPOLICE_BACK_UP_C0 npc/metropolice/vo/(v80) on2 issuingmalcompliantcitation off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong3} METROPOLICE_BACK_UP_C1 npc/metropolice/vo/(v80) on2 possiblelevel3civilprivacyviolator off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong3} METROPOLICE_BACK_UP_C2 npc/metropolice/vo/(v80) on1 finalwarning off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong3} METROPOLICE_BACK_UP_C3 npc/metropolice/vo/(v80) on2 preparingtojudge10-107 off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong3} METROPOLICE_BACK_UP_C4 npc/metropolice/vo/(v80) on2 readytoprosecutefinalwarning off3 {Len 1.5 closecaption NPC_MetroPolice.MoveAlong3} // // Baton // // Take out my baton METROPOLICE_ACTIVATE_BATON0 npc/metropolice/vo/(v100) on1 issuingmalcompliantcitation off3 {Len 1.5} METROPOLICE_ACTIVATE_BATON1 npc/metropolice/vo/(v100) on1 pacifying off4 {Len 1.5} METROPOLICE_ACTIVATE_BATON2 npc/metropolice/vo/(v100) on1 off3 {Len 1.5} // Put away my baton METROPOLICE_DEACTIVATE_BATON0 npc/metropolice/vo/(v100) on1 off3 {Len 1.5} // // I'm on fire! Yeouch! // METROPOLICE_ON_FIRE0 npc/metropolice/vo/(v100) on1 officerneedshelp V_IDIEDS {Len 1.5 closecaption NPC_Combine.Pain} METROPOLICE_ON_FIRE1 npc/metropolice/vo/(v100) on1 help V_IDIEDS {Len 1.5 closecaption NPC_Combine.Pain} METROPOLICE_ON_FIRE2 npc/metropolice/pain1 V_IDIEDS {Len 1.5 closecaption NPC_Combine.Pain} // // Misc // // My enemy is behind cover; I'm shooting out his cover METROPOLICE_SHOOT_COVER0 npc/metropolice/vo/(v100) on1 breakhiscover off3 {Len 1.5 closecaption NPC_Combine.Alert} METROPOLICE_SHOOT_COVER1 npc/metropolice/vo/(v100) on1 destroythatcover off4 {Len 1.5 closecaption NPC_Combine.Alert} METROPOLICE_SHOOT_COVER2 npc/metropolice/vo/(v100) on1 firingtoexposetarget off4 {Len 1.5 closecaption NPC_Combine.Alert} METROPOLICE_SHOOT_COVER3 npc/metropolice/vo/(v100) on2 firetodislocateinterpose off1 {Len 1.5 closecaption NPC_Combine.Alert} // 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 // The player is significantly hurt METROPOLICE_PLAYERHIT0 npc/metropolice/vo/(v100) on1 wegotadbherecancel10-102 off4 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_PLAYERHIT1 npc/metropolice/vo/(v100) on2 suspectisbleeding off3 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_PLAYERHIT2 npc/metropolice/vo/(v100) on1 V_G2_SUSPECT_MAP__P ispassive off3 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_PLAYERHIT3 npc/metropolice/vo/(v100) on2 readytoamputate V_G2_SUSPECT_MAP__P off1 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_PLAYERHIT4 npc/metropolice/vo/(v100) on1 get11-44inboundcleaningup off3 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_PLAYERHIT5 npc/overwatch/radiovoice/(v100) on1, on1, on1, on3 attentionyouhavebeenchargedwith V_RNDCHARGEP, preparetoreceiveverdict V_RNDJUDGEP off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_PLAYERHIT6 npc/overwatch/radiovoice/(v100) on1, on1, on1, on3 attention V_G2_SUSPECT_MAP__P, prepareforfinalsentencing off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_PLAYERHIT7 npc/overwatch/radiovoice/(v100) on1, on1, on1, on3 youarechargedwithterminal, completesentencingatwill off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_PLAYERHIT8 npc/overwatch/radiovoice/(v100) on1, on1, on1, on3 attention V_G2_SUSPECT_MAP__P, youarejudgedguilty, allunitsdeliverterminalverdict off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // // Taking cover // // Taking cover because I have no ammo METROPOLICE_COVER_NO_AMMO0 npc/metropolice/vo/(v100) on1 backmeupImout off1 {Len 1.5} //METROPOLICE_COVER_NO_AMMO1 npc/metropolice/vo/(v100) on1 noverdictslefttakingcover off4 // Taking cover because I have low ammo METROPOLICE_COVER_LOW_AMMO0 npc/metropolice/vo/(v100) on1 runninglowonverdicts off1 {Len 1.5} // Taking cover because I have taken heavy damage recently METROPOLICE_COVER_HEAVY_DAMAGE0 npc/metropolice/vo/(v80) on1 officerunderfiretakingcover off1 {Len 1.5} METROPOLICE_COVER_HEAVY_DAMAGE1 npc/metropolice/vo/(v80) on1 officerneedsassistance off4 {Len 1.5} METROPOLICE_COVER_HEAVY_DAMAGE2 npc/metropolice/vo/(v80) on1 takecover {Len 1.5} METROPOLICE_COVER_HEAVY_DAMAGE3 npc/metropolice/vo/(v80 p110) on1 movingtocover {Len 1.5} METROPOLICE_COVER_HEAVY_DAMAGE4 npc/metropolice/vo/(v80) on2 off1 {Len 1.5} METROPOLICE_COVER_HEAVY_DAMAGE5 npc/metropolice/vo/(v80) on1 off3 {Len 1.5} // METROPOLICE_COVER_HEAVY_DAMAGE3 npc/metropolice/vo/(v100) on1 V_MYNAMEP needsmedical11-99 off4 {Len 1.5} // // Lost/refound enemy // // (UNDONE?) I lost my enemy under 10 seconds ago METROPOLICE_LOST_SHORT0 npc/metropolice/vo/(v60) on1 V_G2_SUSPECT_MAP__P hidinglastseenatrange V_DISTP meters off1 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_LOST_SHORT1 npc/metropolice/vo/(v60) on2 sweepingforsuspect off3 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_LOST_SHORT2 npc/overwatch/radiovoice/(v50) on3 switchcomtotac3, reportplease off4 {Len 1.5 closecaption NPC_Combine.RadioChatter} // (UNDONE?) I lost my enemy over 10 seconds ago METROPOLICE_LOST_LONG0 npc/metropolice/vo/(v60) on1 allunitsreportlocationsuspect off1 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_LOST_LONG1 npc/metropolice/vo/(v60) on1 V_MYNAMEP V_MYNUMP nocontact off3 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_LOST_LONG2 npc/metropolice/vo/(v60) on2 cpweneedtoestablishaperimeterat V_G1_LOCATION_MAP__P V_G3_NUMBP off3 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_LOST_LONG3 npc/metropolice/vo/(v60) on1 V_MYNAMEP V_MYNUMP utlsuspect off1 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_LOST_LONG4 npc/overwatch/radiovoice/(v60) on3 allunitsat V_G1_LOCATION_MAP__P V_G3_NUMBP, beginscanning10-0 off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} METROPOLICE_LOST_LONG5 npc/overwatch/radiovoice/(v60) on3 switchtotac5reporttocp off2 {Len 1.5 closecaption NPC_Combine.RadioChatter} // (UNDONE?) Just found enemy after lost long METROPOLICE_REFIND_ENEMY0 npc/metropolice/vo/(v100) on1 supsecthasmovednowto V_G1_LOCATION_MAP__P V_GRIDXP off3 {Len 1.5 closecaption NPC_Combine.Alert} METROPOLICE_REFIND_ENEMY1 npc/metropolice/vo/(v100) on1 thereheis off4 {Len 1.5 closecaption NPC_Combine.Alert} METROPOLICE_REFIND_ENEMY2 npc/metropolice/vo/(v100) on1 therehegoeshesat V_DISTP meters off1 {Len 1.5 closecaption NPC_Combine.Alert} // // Monster Alert - first contact and I'm the squad leader // METROPOLICE_MONST0 npc/metropolice/vo/(v100) on1 outbreak V_RNDNUMP V_RNDACTP off1 {Len 1.5 closecaption NPC_Combine.Alert} METROPOLICE_MONST1 npc/metropolice/vo/(v100) on1 V_RNDACTP V_RNDNUMP off1 {Len 1.5 closecaption NPC_Combine.Alert} METROPOLICE_MONST_PLAYER0 npc/metropolice/vo/(v100) on1 V_G2_SUSPECT_MAP__P matchonapblikeness off4 {Len 1.5 closecaption NPC_Combine.Alert} METROPOLICE_MONST_PLAYER1 npc/metropolice/vo/(v100) on1 confirmpriority1sighted off1 {Len 1.5 closecaption NPC_Combine.Alert} METROPOLICE_MONST_PLAYER2 npc/metropolice/vo/(v100) on2 allunitsrespondcode3, V_G1_LOCATION_MAP__P V_G3_NUMBP off3 {Len 1.5 closecaption NPC_Combine.Alert} METROPOLICE_MONST_PLAYER3 npc/metropolice/vo/(v100) on1 V_G2_SUSPECT_MAP__P location V_G1_LOCATION_MAP__P V_G3_NUMBP off1 {Len 1.5 closecaption NPC_Combine.Alert} METROPOLICE_MONST_PLAYER4 npc/metropolice/vo/(v100) on1 designatesuspectas V_G2_SUSPECT_MAP__P allunitscode2 off1 {Len 1.5 closecaption NPC_Combine.Alert} METROPOLICE_MONST_PLAYER5 npc/metropolice/vo/(v100) on2 thereheis V_DISTP meters off4 {Len 1.5 closecaption NPC_Combine.Alert} METROPOLICE_MONST_PLAYER6 npc/metropolice/vo/(v100) on2 contactwith243suspect, V_G1_LOCATION_MAP__P V_G3_NUMBP off3 {Len 1.5 closecaption NPC_Combine.Alert} METROPOLICE_MONST_PLAYER_VEHICLE0 npc/metropolice/vo/(v100) on2 airwatchsubjectis505 off3 {Len 1.5 closecaption NPC_Combine.Alert} METROPOLICE_MONST_PLAYER_VEHICLE1 npc/metropolice/vo/(v100) on2 subjectis505 off3 {Len 1.5 closecaption NPC_Combine.Alert} METROPOLICE_MONST_PLAYER_VEHICLE2 npc/metropolice/vo/(v100) on2 subjectisnowhighspeed off3 {Len 1.5 closecaption NPC_Combine.Alert} METROPOLICE_MONST_PLAYER_VEHICLE3 npc/metropolice/vo/(v100) on2 Ivegot408hereatlocation V_G1_LOCATION_MAP__P V_G3_NUMBP off3 {Len 1.5 closecaption NPC_Combine.Alert} METROPOLICE_MONST_BUGS0 npc/metropolice/vo/(v100) on1 bugs off1 {Len 1.5 closecaption NPC_Combine.Alert} METROPOLICE_MONST_BUGS1 npc/metropolice/vo/(v100) on1 bugsontheloose off4 {Len 1.5 closecaption NPC_Combine.Alert} METROPOLICE_MONST_BUGS2 npc/metropolice/vo/(v100) on2 outbreak V_RNDNUMP converging off1 {Len 1.5 closecaption NPC_Combine.Alert} METROPOLICE_MONST_BUGS3 npc/metropolice/vo/(v100) on1 outlandbioticinhere off4 {Len 1.5 closecaption NPC_Combine.Alert} METROPOLICE_MONST_CITIZENS0 npc/metropolice/vo/(v100) on1 noncitizen outbreak off1 {Len 1.5 closecaption NPC_Combine.Alert} METROPOLICE_MONST_CITIZENS1 npc/metropolice/vo/(v100) on2 shotsfiredhostilemalignants off4 {Len 1.5 closecaption NPC_Combine.Alert} METROPOLICE_MONST_CITIZENS2 npc/metropolice/vo/(v100) on1 possible404here V_G1_LOCATION_MAP__P V_G3_NUMBP off3 {Len 1.5 closecaption NPC_Combine.Alert} METROPOLICE_MONST_CHARACTER0 npc/metropolice/vo/(v100) on1 contactwithpriority2 off1 {Len 1.5 closecaption NPC_Combine.Alert} METROPOLICE_MONST_CHARACTER1 npc/metropolice/vo/(v100) on2 priority2anticitizenhere off3 {Len 1.5 closecaption NPC_Combine.Alert} METROPOLICE_MONST_CHARACTER2 npc/metropolice/vo/(v100) on1 gotoneaccomplicehere off4 {Len 1.5 closecaption NPC_Combine.Alert} METROPOLICE_MONST_ZOMBIES0 npc/metropolice/vo/(v100) on1 freenecrotics, converging V_G1_LOCATION_MAP__P V_G3_NUMBP off1 {Len 1.5 closecaption NPC_Combine.Alert} METROPOLICE_MONST_ZOMBIES1 npc/metropolice/vo/(v100) on1 necrotics malignant location V_G1_LOCATION_MAP__P V_G3_NUMBP off4 {Len 1.5 closecaption NPC_Combine.Alert} METROPOLICE_MONST_PARASITES0 npc/metropolice/vo/(v100) on1 non-taggedviromeshere off1 {Len 1.5 closecaption NPC_Combine.Alert} METROPOLICE_MONST_PARASITES1 npc/metropolice/vo/(v100) on1 looseparasitics off4 {Len 1.5 closecaption NPC_Combine.Alert} // // I killed a monster - by type // METROPOLICE_KILL_MONST0 npc/metropolice/vo/(v100) on1 ten91dcountis V_SEQG0_NBRP off1 {Len 1.5} METROPOLICE_KILL_MONST1 npc/metropolice/vo/(v100) on1 tag10-91d V_SEQG0_NBRP off1 {Len 1.5} METROPOLICE_KILL_MONST2 npc/metropolice/vo/(v100) on2 sterilize V_SEQG0_NBRP off4 {Len 1.5} METROPOLICE_KILL_BUGS0 npc/metropolice/vo/(v100) on1 tagonebug off1 {Len 1.5} METROPOLICE_KILL_BUGS1 npc/metropolice/vo/(v100) on1 sterilize V_SEQG0_NBRP off1 {Len 1.5} METROPOLICE_KILL_PLAYER0 npc/metropolice/vo/(v100) on2 sentencedelivered off3 {Len 1.5} METROPOLICE_KILL_PLAYER1 npc/metropolice/vo/(v100) on2 V_G2_SUSPECT_MAP__P ispassive off3 {Len 1.5} METROPOLICE_KILL_PLAYER2 npc/metropolice/vo/(v100) on2 finalverdictadministered off3 {Len 1.5} METROPOLICE_KILL_PLAYER3 npc/metropolice/vo/(v100) on2 protectioncomplete off3 {Len 1.5} METROPOLICE_KILL_PLAYER4 npc/metropolice/vo/(v100) on2 sentencedelivered off3 {Len 1.5} METROPOLICE_KILL_PLAYER5 npc/metropolice/vo/(v100) on2 classifyasdbthisblockready off3 {Len 1.5} METROPOLICE_KILL_PLAYER6 npc/overwatch/radiovoice/(v100) on3 rewardnotice off2 {Len 1.5} METROPOLICE_KILL_PLAYER7 npc/overwatch/radiovoice/(v100) on3 allunitsreturntocode12 off2 {Len 1.5} METROPOLICE_KILL_PLAYER8 npc/overwatch/radiovoice/(v100) on3 finalverdictadministered, allunitsbeginwhitnesssterilization off2 {Len 1.5} METROPOLICE_KILL_PLAYER9 npc/overwatch/radiovoice/(v100) on3 sociostabilizationrestored off2 {Len 1.5} METROPOLICE_KILL_CITIZENS0 npc/metropolice/vo/(v100) on2 V_SEQG0_NBRP sentencedelivered off4 {Len 1.5} METROPOLICE_KILL_CITIZENS1 npc/metropolice/vo/(v100) on2 V_SEQG0_NBRP expired off4 {Len 1.5} METROPOLICE_KILL_CITIZENS2 npc/metropolice/vo/(v100) on2 V_SEQG0_NBRP malignant off1 {Len 1.5} METROPOLICE_KILL_CITIZENS3 npc/metropolice/vo/(v100) on2 noncitizen expired off1 {Len 1.5} METROPOLICE_KILL_CHARACTER0 npc/metropolice/vo/(v100) on1 V_SEQG0_NBRP sentenced off1 {Len 1.5} METROPOLICE_KILL_CHARACTER1 npc/metropolice/vo/(v100) on2 dbcountis V_SEQG0_NBRP off4 {Len 1.5} METROPOLICE_KILL_CHARACTER2 npc/metropolice/vo/(v100) on1 suspend V_SEQG0_NBRP off1 {Len 1.5} METROPOLICE_KILL_ZOMBIES0 npc/metropolice/vo/(v100) on1 tagonenecrotic off1 {Len 1.5} METROPOLICE_KILL_ZOMBIES1 npc/metropolice/vo/(v100) on1 sterilize V_SEQG0_NBRP off4 {Len 1.5} METROPOLICE_KILL_PARASITES0 npc/metropolice/vo/(v100) on2 tagoneparasitic off1 {Len 1.5} METROPOLICE_KILL_PARASITES1 npc/metropolice/vo/(v100) on1 sterilize V_SEQG0_NBRP off1 {Len 1.5} // // 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} // My manhack was killed METROPOLICE_MANHACK_KILLED0 npc/metropolice/vo/(v80) on1 visceratorisoffgrid off3 {Len 1.5 closecaption NPC_Combine.Alert} METROPOLICE_MANHACK_KILLED1 npc/metropolice/vo/(v80) on1 requestsecondaryviscerator off3 {Len 1.5 closecaption NPC_Combine.Alert} // // 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} // My last squadmate died; I'm all that's left! METROPOLICE_LAST_OF_SQUAD0 npc/metropolice/vo/(v100) on1 officerdowncode3tomy10-20 off1 {Len 1.5 closecaption NPC_Combine.Last} METROPOLICE_LAST_OF_SQUAD1 npc/metropolice/vo/(v100) on1 officerdownIam10-99 off4 {Len 1.5 closecaption NPC_Combine.Last} METROPOLICE_LAST_OF_SQUAD2 npc/metropolice/vo/(v100) on1 cpisoverrunwehavenocontainment off3 {Len 1.5 closecaption NPC_Combine.Last} METROPOLICE_LAST_OF_SQUAD3 npc/overwatch/radiovoice/(v100) on3 engagingteamisnoncohesive, reinforcementteamscode3 off2 {Len 1.5 closecaption NPC_Combine.Last} // // 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} METROPOLICE_DANGER_MANHACK0 npc/metropolice/vo/(v100) on1 lookoutrogueviscerator off4 {Len 1.5} METROPOLICE_DANGER_MANHACK1 npc/metropolice/vo/(v100) on1 visceratorisoc off1 {Len 1.5} METROPOLICE_DANGER_VEHICLE0 npc/metropolice/vo/(v100) on1 shit {Len 1.5} METROPOLICE_DANGER_VEHICLE1 npc/metropolice/vo/(v100) on1 watchit {Len 1.5} METROPOLICE_DANGER_VEHICLE2 npc/metropolice/vo/(v100) on1 lookout {Len 1.5} METROPOLICE_DANGER0 npc/metropolice/vo/(v100) on1 moveit {Len 1.5} METROPOLICE_DANGER1 npc/metropolice/vo/(v100) on1 lookout {Len 1.5} // // Func_tank behavior // // I'm moving to man a func_tank METROPOLICE_FT_APPROACH0 npc/metropolice/vo/(v80) on1 V_MYNAMEP V_MYNUMP on1 movingtohardpoint off3 {Len 1.5 closecaption NPC_Combine.Coord} // I've just manned a func_tank METROPOLICE_FT_MOUNT0 npc/metropolice/vo/(v80) on1 V_MYNAMEP V_MYNUMP on1 inpositionathardpoint off3 {Len 1.5 closecaption NPC_Combine.Coord} METROPOLICE_FT_MOUNT1 npc/metropolice/vo/(v80) on2 V_MYNAMEP V_MYNUMP on2 isathardpointreadytoprosecute off3 {Len 1.5 closecaption NPC_Combine.Coord} // I'm manning a func_tank and am scanning for enemies METROPOLICE_FT_SCAN0 npc/metropolice/vo/(v80) on1 hardpointscanning off3 {Len 1.5 closecaption NPC_Combine.Coord} METROPOLICE_FT_SCAN1 npc/metropolice/vo/(v80) on2 sweepingforsuspect off4 {Len 1.5 closecaption NPC_Combine.Coord} // I've dismounted the func_tank METROPOLICE_FT_DISMOUNT0 npc/metropolice/vo/(v80) on1 V_MYNAMEP V_MYNUMP dismountinghardpoint off3 {Len 1.5 closecaption NPC_Combine.Coord} // // Assault behavior // // I've hit my rally point, waiting to move out METROPOLICE_AS_HIT_RALLY0 npc/metropolice/vo/(v70) on1 V_MYNAMEP V_MYNUMP inposition off3 {Len 1.5 closecaption NPC_Combine.Coord} METROPOLICE_AS_HIT_RALLY1 npc/metropolice/vo/(v70) on2 V_MYNAMEP V_MYNUMP atcheckpoint off4 {Len 1.5 closecaption NPC_Combine.Coord} METROPOLICE_AS_HIT_RALLY2 npc/metropolice/vo/(v70) on1 V_MYNAMEP V_MYNUMP on1 isreadytogo off1 {Len 1.5 closecaption NPC_Combine.Coord} // I've hit my assault point, waiting to move out METROPOLICE_AS_HIT_ASSAULT0 npc/metropolice/vo/(v70) on1 V_MYNAMEP V_MYNUMP readytojudge off3 {Len 1.5 closecaption NPC_Combine.Coord} METROPOLICE_AS_HIT_ASSAULT1 npc/metropolice/vo/(v70) on2 V_MYNAMEP V_MYNUMP inpositiononeready off4 {Len 1.5 closecaption NPC_Combine.Coord} METROPOLICE_AS_HIT_ASSAULT2 npc/metropolice/vo/(v70) on1 V_MYNAMEP V_MYNUMP isgo off1 {Len 1.5 closecaption NPC_Combine.Coord} // I'm squad leader, ordering squad to move to rally point METROPOLICE_AS_ADV_RALLY0 npc/metropolice/vo/(v70) on1 proceedtocheckpoints off1 {Len 1.5 closecaption NPC_Combine.Coord} METROPOLICE_AS_ADV_RALLY1 npc/metropolice/vo/(v70) on2 allunitscloseonsuspect off3 {Len 1.5 closecaption NPC_Combine.Coord} METROPOLICE_AS_ADV_RALLY2 npc/metropolice/vo/(v70) on1 allunitsmovein off4 {Len 1.5 closecaption NPC_Combine.Coord} // I'm squad leader, ordering squad to move to assault point METROPOLICE_AS_ADV_ASSAULT0 npc/metropolice/vo/(v100) on1 teaminpositionadvance off3 {Len 1.5 closecaption NPC_Combine.Coord} METROPOLICE_AS_ADV_ASSAULT1 npc/metropolice/vo/(v100) on2 ptgoagain off1 {Len 1.5 closecaption NPC_Combine.Coord} METROPOLICE_AS_ADV_ASSAULT2 npc/metropolice/vo/(v100) on1 assaultpointsecureadvance off4 {Len 1.5 closecaption NPC_Combine.Coord} // // Standoff behavior // // I'm squad leader telling squad to go into standoff METROPOLICE_SO_BEGIN0 npc/metropolice/vo/(v100) on1 holdthisposition off1 {Len 1.5 closecaption NPC_Combine.Coord} METROPOLICE_SO_BEGIN1 npc/metropolice/vo/(v100) on2 lockyourposition off4 {Len 1.5 closecaption NPC_Combine.Coord} METROPOLICE_SO_BEGIN2 npc/metropolice/vo/(v100) on1 allunitsmaintainthiscp off4 {Len 1.5 closecaption NPC_Combine.Coord} METROPOLICE_SO_BEGIN3 npc/overwatch/radiovoice/(v100) on3 lockdownlocationsacrificecode V_RNDACTP V_RNDNUMP off2 {Len 1.5 closecaption NPC_Combine.Coord} // I'm squad leader telling squad to end standoff METROPOLICE_SO_END0 npc/metropolice/vo/(v100) on1 cpiscompromised off1 {Len 1.5 closecaption NPC_Combine.Coord} METROPOLICE_SO_END1 npc/metropolice/vo/(v100) on1 establishnewcp off1 {Len 1.5 closecaption NPC_Combine.Coord} // I'm being forced to take cover METROPOLICE_SO_FORCE_COVER0 npc/metropolice/vo/(v100) on1 officerunderfiretakingcover off4 {Len 1.5} METROPOLICE_SO_FORCE_COVER1 npc/metropolice/vo/(v100) on2 movingtocover off4 {Len 1.5} METROPOLICE_SO_FORCE_COVER2 npc/metropolice/vo/(v100) on1 takecover off1 {Len 1.5} // I'm peeking over cover to see if I can see the enemy METROPOLICE_SO_PEEK0 npc/metropolice/vo/(v100) on1 goingtotakealook off1 {Len 1.5 closecaption NPC_Combine.Coord} METROPOLICE_SO_PEEK1 npc/metropolice/vo/(v100) on1 acquiringonvisual off4 {Len 1.5 closecaption NPC_Combine.Coord} // // First arrest encounter speech // // First cop who finds you tells you to freeze METROPOLICE_FREEZE0 npc/metropolice/vo/(v100) on1 holditrightthere off4 {Len 1.5} METROPOLICE_FREEZE1 npc/metropolice/vo/(v100) on1 prepareforjudgement off4 {Len 1.5} // First cop then tells his buddies to come over METROPOLICE_OVER_HERE0 npc/metropolice/vo/(v80) on1 movetoarrestpositions off3 {Len 1.5} METROPOLICE_OVER_HERE1 npc/metropolice/vo/(v80) on2 positiontocontain off4 {Len 1.5} METROPOLICE_OVER_HERE2 npc/metropolice/vo/(v80) on1 preparefor1015 off1 {Len 1.5} // First cop tells his buddies the player is fleeing if he does METROPOLICE_HES_RUNNING0 npc/metropolice/vo/(v100) on1 hesrunning off1 {Len 1.5} METROPOLICE_HES_RUNNING1 npc/metropolice/vo/(v100) on2 hesgone148 off4 {Len 1.5} // Other squad cops signal when they get in position METROPOLICE_ARREST_IN_POS0 npc/metropolice/vo/(v80) on1 V_MYNAMEP V_MYNUMP, inposition off1 {Len 1.5 closecaption NPC_Combine.Coord} METROPOLICE_ARREST_IN_POS1 npc/metropolice/vo/(v80) on2 V_MYNAMEP V_MYNUMP, readytoprosecute off3 {Len 1.5 closecaption NPC_Combine.Coord} // 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} // Cop is hit by physics object thrown by player (not with physcannon) METROPOLICE_HIT_BY_PHYSOBJECT0 on1 preparingtojudge10-107 off1 {Len 1.5} METROPOLICE_HIT_BY_PHYSOBJECT1 on1 movebackrightnow off1 {Len 1.5} METROPOLICE_HIT_BY_PHYSOBJECT2 on1 holditrightthere off1 {Len 1.5} METROPOLICE_HIT_BY_PHYSOBJECT3 on1 V_MYNAMEP V_MYNUMP hasmalcompliant off1 {Len 1.5} METROPOLICE_HIT_BY_PHYSOBJECT4 on1 malcompliant10107my1020 off1 {Len 1.5} //----------------------------------------------------------------------------- // METROPOLICE ENDS HERE //----------------------------------------------------------------------------- // HEV Suit // powerup HEV_AAx hl1/fvox/bell //HEV_logon, powerarmor_on, atmospherics_on,vitalsigns_on, automedic_on, weaponselect_on, munitionview_on, communications_on, safe_day {Len 41.76} //HEV_A0 hl1/fvox/bell, HEV_logon {Len 11.07} //HEV_A1 hl1/fvox/blip blip(p130) powermove_on {Len 3.71} //HEV_A2 hl1/fvox/blip blip powerarmor_on {Len 4.42} //HEV_A3 hl1/fvox/blip blip(p130) atmospherics_on {Len 4.41} //HEV_A4 hl1/fvox/blip blip vitalsigns_on boop, boop, boop {Len 5.28} //HEV_A5 hl1/fvox/blip blip(p130) munitionview_on {Len 3.84} //HEV_A6 hl1/fvox/blip blip communications_on {Len 3.59} //HEV_A7 hl1/fvox/blip blip(p70) weaponselect_on {Len 3.97} //HEV_A8 hl1/fvox/blip blip(p70) automedic_on {Len 3.77} //HEV_A9 hl1/fvox/fuzz power_level_is onehundred percent {Len 4.14} //HEV_A10 hl1/fvox/safe_day, bell {Len 3.66} // medical HEV_DEAD0 hl1/fvox/beep beep, beep beep, beep, beep, flatline {Len 6.29 closecaption HEV.Flatline} HEV_DEAD1 hl1/fvox/beep beep, beep beep, beep, flatline {Len 5.82 closecaption HEV.Flatline} HEV_MED0 hl1/fvox/(p140) boop, boop, boop, (p100) innsuficient_medical {Len 1.41 closecaption HEV.insufficient_medical} HEV_MED1 hl1/fvox/(p140) boop, boop, boop, (p100) automedic_on {Len 4.92 closecaption HEV.automedic_on} HEV_MED2 hl1/fvox/(p140) boop, boop, boop, (p100) administering_medical {Len 1.41 closecaption HEV.administering_medical} HEV_HEAL0 hl1/fvox/(p140) boop, boop, boop, (p100) wound_sterilized, blip(p130 v50), blip(p130 v40), hiss, morphine_shot {Len 7.03 closecaption HEV.sterilized_morphine} HEV_HEAL1 hl1/fvox/(p140) boop, boop, boop, (p100) torniquette_applied, bleeding_stopped {Len 7.03 closecaption HEV.torni_bleed} HEV_HEAL2 hl1/fvox/(p140) boop, boop, boop, (p100) bleeding_stopped {Len 3.66 closecaption HEV.bleeding_stopped} HEV_HEAL3 hl1/fvox/(p140) boop, boop, boop, (p100) blood_plasma {Len 4.02 closecaption HEV.blood_plasma} HEV_HEAL4 hl1/fvox/(p140) boop, boop, boop, (p100) hiss, antitoxin_shot {Len 4.38 closecaption HEV.antitoxin_shot} HEV_HEAL5 hl1/fvox/(p140) boop, boop, boop, (p100) hiss, antidote_shot {Len 4.17 closecaption HEV.antidote_shot} HEV_HEAL6 hl1/fvox/(p140) boop, boop, boop, (p100) hiss, wound_sterilized {Len 4.16 closecaption HEV.wound_sterilized} HEV_HEAL7 hl1/fvox/(p140) boop, boop, boop, (p100) hiss, morphine_shot {Len 4.16 closecaption HEV.morphine_shot} HEV_HEAL8 hl1/fvox/(p140) boop, boop, boop, (p100) medical_repaired {Len 4.17 closecaption HEV.medical_repaired} HEV_DMG0 hl1/fvox/(p160) boop, boop, boop, (p100) minor_lacerations {Len 4.09 closecaption HEV.minor_lacerations} HEV_DMG1 hl1/fvox/(p160) boop, boop, boop, (p100) major_lacerations {Len 4.19 closecaption HEV.major_lacerations} HEV_DMG2 hl1/fvox/(p160) boop, boop, boop, (p100) internal_bleeding {Len 3.64 closecaption HEV.internal_bleeding} HEV_DMG3 hl1/fvox/(p160) boop, boop, boop, (p100) blood_toxins {Len 5.04 closecaption HEV.blood_toxins} HEV_DMG4 hl1/fvox/(p160) boop, boop, boop, (p100) minor_fracture {Len 3.67 closecaption HEV.minor_fracture} HEV_DMG5 hl1/fvox/(p160) boop, boop, boop, (p100) major_fracture {Len 3.67 closecaption HEV.major_fracture} HEV_DMG6 hl1/fvox/(p160) boop, boop, boop, (p100) blood_loss {Len 3.39 closecaption HEV.blood_loss} HEV_DMG7 hl1/fvox/(p140) boop, boop, boop, (p100) seek_medic {Len 3.92 closecaption HEV.seek_medic} HEV_HLTH0 hl1/fvox/(p120) beep, beep, (p100) health_dropping {Len 4.31 closecaption HEV.health_dropping} HEV_HLTH1 hl1/fvox/(p120) beep, beep, (p100) health_dropping2 {Len 3.68 closecaption HEV.health_dropping2} HEV_HLTH2 hl1/fvox/(p120) beep, beep, beep, (p100) health_critical {Len 4.32 closecaption HEV.health_critical} HEV_HLTH3 hl1/fvox/(p120) beep, beep, beep, (p100) near_death {Len 4.77 closecaption HEV.near_death} HEV_HLTH4 hl1/fvox/(p140) beep, beep, (p100) health_dropping2, evacuate_area {Len 5.93 closecaption HEV.health2_evac} HEV_HLTH5 hl1/fvox/(p140) beep, beep, beep, (p100) health_critical, evacuate_area {Len 6.52 closecaption HEV.health_crit_evac} HEV_HLTH6 hl1/fvox/(p140) beep, beep, beep, (p100) near_death, evacuate_area immediately {Len 8.22 closecaption HEV.near_death_evac} HEV_SHOCK hl1/fvox/(p120) beep, beep, (p100) warning, shock_damage {Len 4.05 closecaption HEV.shock_damage} HEV_FIRE hl1/fvox/(p120) beep, beep, (p100) warning, heat_damage {Len 4.77 closecaption HEV.heat_damage} // 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} HEV_PISTOL hl1/fvox/blip get_pistol acquired {Len 0.92} HEV_SHOTGUN hl1/fvox/blip get_shotgun {Len 0.11} HEV_GRENADE hl1/fvox/blip get_grenade acquired {Len 0.92} HEV_ASSAULT hl1/fvox/blip get_assault acquired {Len 0.92} HEV_44PISTOL hl1/fvox/blip get_44pistol acquired {Len 0.92} HEV_RPG hl1/fvox/blip get_rpg acquired {Len 0.92} HEV_SATCHEL hl1/fvox/blip get_satchel acquired {Len 0.92} HEV_TRIPMINE hl1/fvox/blip get_tripmine acquired {Len 0.92} HEV_HORNET hl1/fvox/blip get_alien_wpn {Len 0.11} HEV_SQUEEK hl1/fvox/blip get_alien_wpn {Len 0.11} HEV_EGON hl1/fvox/blip get_egon acquired {Len 0.92} HEV_GAUSS hl1/fvox/blip get_gauss acquired {Len 0.92} HEV_XBOW hl1/fvox/blip get_crossbow acquired {Len 0.92} HEV_9MM hl1/fvox/blip get_9mmclip acquired {Len 0.92} HEV_44AMMO hl1/fvox/blip get_44ammo acquired {Len 0.92} HEV_BUCKSHOT hl1/fvox/blip get_buckshot acquired {Len 0.92} HEV_BOLTS hl1/fvox/blip get_bolts acquired {Len 0.92} HEV_RPGAMMO hl1/fvox/blip get_rpgammo acquired {Len 0.92} HEV_AGRENADE hl1/fvox/blip get_assaultgren acquired {Len 0.92} HEV_EGONPOWER hl1/fvox/blip get_egonpower acquired {Len 0.92} // time //HEV_C1t hl1/fvox/bell time_is_now one AM //HEV_C13t hl1/fvox/bell time_is_now one PM // power levels HEV_D00 hl1/fvox/fuzz fuzz(p130), power_restored {Len 2.12 closecaption HEV.power_restored} HEV_D01 hl1/fvox/fuzz fuzz(p80), hev_shutdown {Len 4.99 closecaption HEV.hev_shutdown} HEV_0P hl1/fvox/fuzz fuzz, power_below five percent {Len 6.35} HEV_1P hl1/fvox/fuzz fuzz, power_restored(e30), ten percent {Len 2.75} HEV_2P hl1/fvox/fuzz fuzz, power_restored(e30), fifteen percent {Len 3.15} HEV_3P hl1/fvox/fuzz fuzz, power_restored(e30), twenty percent {Len 2.99} HEV_4P hl1/fvox/fuzz fuzz, power_restored(e30), twenty five percent {Len 3.87} HEV_5P hl1/fvox/fuzz fuzz, power_restored(e30), thirty percent {Len 3.04} HEV_6P hl1/fvox/fuzz fuzz, power_restored(e30), thirty five percent {Len 3.91} HEV_7P hl1/fvox/fuzz fuzz, power_restored(e30), fourty percent {Len 3.07} HEV_8P hl1/fvox/fuzz fuzz, power_restored(e30), fourty five percent {Len 3.95} HEV_9P hl1/fvox/fuzz fuzz, power_restored(e30), fifty percent {Len 3.17} HEV_10P hl1/fvox/fuzz fuzz, power_restored(e30), fifty five percent {Len 4.05} HEV_11P hl1/fvox/fuzz fuzz, power_restored(e30), sixty percent {Len 3.16} HEV_12P hl1/fvox/fuzz fuzz, power_restored(e30), sixty five percent {Len 4.04} HEV_13P hl1/fvox/fuzz fuzz, power_restored(e30), seventy percent {Len 3.12} HEV_14P hl1/fvox/fuzz fuzz, power_restored(e30), seventy five percent {Len 4.00} HEV_15P hl1/fvox/fuzz fuzz, power_restored(e30), eighty percent {Len 2.88} HEV_16P hl1/fvox/fuzz fuzz, power_restored(e30), eighty five percent {Len 3.76} HEV_17P hl1/fvox/fuzz fuzz, power_restored(e30), ninety percent {Len 3.12} HEV_18P hl1/fvox/fuzz fuzz, power_restored(e30), ninety five percent {Len 4.00} HEV_19P hl1/fvox/fuzz fuzz, power_level_is onehundred percent {Len 4.62} // weapon/ammo HEV_AMO0 hl1/fvox/blip ammo_depleted {Len 2.16 closecaption HEV.ammo_depleted} // suit HEV_V0 hl1/fvox/blip, voice_on {Len 3.17} HEV_V1 hl1/fvox/blip, voice_off {Len 3.06} HEV_E0 hl1/fvox/buzz buzz, armor_gone {Len 2.95 closecaption HEV.armor_gone} HEV_E1 hl1/fvox/buzz, armor_gone {Len 2.62 closecaption HEV.armor_gone} HEV_E2 hl1/fvox/buzz, hev_critical_fail {Len 4.75 closecaption HEV.hev_critical_fail} HEV_E3 hl1/fvox/buzz, hev_general_fail {Len 3.22 closecaption HEV.hev_general_fail} HEV_E4 hl1/fvox/buzz, hev_damage {Len 3.53 closecaption HEV.hev_damage} HEV_E5 hl1/fvox/buzz, powermove_overload {Len 4.98 closecaption HEV.powermove_overload} // time remaining countdown //HEV_F10t hl1/fvox/bell time_remaining ten seconds //HEV_F15t hl1/fvox/bell time_remaining fifteen seconds //HEV_F20t hl1/fvox/bell time_remaining twenty seconds //HEV_F30t hl1/fvox/bell time_remaining thirty seconds // detections HEV_DET0 hl1/fvox/blip blip blip, biohazard_detected {Len 3.67 closecaption HEV.biohazard_detected} HEV_DET1 hl1/fvox/blip blip blip, chemical_detected {Len 4.33 closecaption HEV.chemical_detected} HEV_DET2 hl1/fvox/blip blip blip, radiation_detected {Len 5.08 closecaption HEV.radiation_detected} HEV_DET3 hl1/fvox/blip blip blip, bio_reading {Len 2.93 closecaption HEV.bio_reading} HEV_DET4 hl1/fvox/blip blip blip, antitoxin_shot(e50), onehundred percent {Len 3.67 closecaption HEV.biohazard_detected} HEV_DET5 hl1/fvox/blip blip blip, antitoxin_shot(e25) radiation_detected(e50), onehundred percent {Len 5.37 closecaption HEV.radiation_detected} //HEV_GR0r hl1/fvox/range twenty meters(t60) //HEV_GR1r hl1/fvox/range nineteen meters //HEV_GR2r hl1/fvox/range eighteen meters