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- // HALF-LIFE SPEECH SYSTEM SENTENCES. DO NOT MODIFY THIS FILE! Max of 1023 sentences.
-
- // HUMAN GRUNTS
- HG_GREN0 hgrunt/clik(p120) grenade! clik
- HG_GREN1 hgrunt/(t30) clik take!(e75) cover!(s5) clik
- HG_GREN2 hgrunt/clik clik oh! shit! clik
- HG_GREN3 hgrunt/(p110 t40) clik(p120) get!(e78) down!(t30) clik
- HG_GREN4 hgrunt/clik(p110) (t40) of!(e75) god! clik(p110)
- HG_GREN5 hgrunt/clik no! clik
- HG_GREN6 hgrunt/clik move! clik(p120)
-
- // Player Alert
- HG_ALERT0 hgrunt/(t30) squad!, we!(e80) got!(e80) freeman!(t20 p105), clik(p110)
- HG_ALERT1 hgrunt/clik(p110) target! clik
- HG_ALERT2 hgrunt/clik movement! clik
- HG_ALERT3 hgrunt/(t40) shit!(t20), (t50) we! got! hostiles!(p120 t0) clik
- HG_ALERT4 hgrunt/(t20) clik(p110) squad!, get!(e80) freeman!, clik(p110) clik
- HG_ALERT5 hgrunt/(t20) clik squad!, neutralize!(e90) freeman! clik
- HG_ALERT6 hgrunt/(t30) clik clik move!(e75) in! clik(p120)
-
- // Monster Alert
- HG_MONST0 hgrunt/clik(p110) (t50) bogies!(t0), my! sector!(t0) clik
- HG_MONST1 hgrunt/clik(p110) (t40) clik(p120) we!(e75) got! bogies! clik
- HG_MONST2 hgrunt/clik clik (t30) alien!(e85) alert! clik
- HG_MONST3 hgrunt/clik clik (t30) alien!(e85) movement!(t0) clik(p120)
-
- // Take cover
- HG_COVER0 hgrunt/clik (t30) take! cover!(t0) clik
- HG_COVER1 hgrunt/clik (t45) (e75) I!(e80) need!(e80) suppressing!(t20) fire!(t10) clik
- HG_COVER2 hgrunt/clik (t45) we! need! backup!(t10) clik
- HG_COVER3 hgrunt/clik(p120) (t40) two!(e75) hot!(e80) here! clik
- HG_COVER4 hgrunt/clik(p110) (t30) fall!(e80) out! clik clik
- HG_COVER5 hgrunt/clik(p120) (t20) clear! this! area! clik
- HG_COVER6 hgrunt/clik (t40) god! damn! clik
- HG_COVER7 hgrunt/clik (t40) cover!(e75) fire! clik
-
- // Throw grenade
- HG_THROW0 hgrunt/clik(p120) (t40) fire!(e90) in!(e90) the!(e60) hole!(e100) clik
- HG_THROW1 hgrunt/clik (t30) take!(e75) this!(e100 t0) clik
- HG_THROW2 hgrunt/clik (t35) fire in the(e50) hole clik(p120)
- HG_THROW3 hgrunt/clik(p110) (t35 e80) squad, stay down clik
-
- // Taunt
- HG_TAUNT0 hgrunt/clik (t30 e75) uhh, we got heavy fire here clik
- HG_TAUNT1 hgrunt/clik(p120) (t40) roger, hold position clik
- HG_TAUNT2 hgrunt/clik (t40) we!(e80) will!(e75) kick!(e80) your!(e75) ass! clik
- HG_TAUNT3 hgrunt/clik (t40) mister, you(e75) are going down clik
- HG_TAUNT4 hgrunt/clik(p120) (t40) you got nothing clik
- HG_TAUNT5 hgrunt/clik(p110) (t40) request! backup! clik(p120) clik
-
- // Charge
- HG_CHARGE0 hgrunt/clik (t40) go! recon! clik(p120)
- HG_CHARGE1 hgrunt/clik(p110) (t40) move!(e75) in! clik
- HG_CHARGE2 hgrunt/clik go! clik(p120)
- HG_CHARGE3 hgrunt/clik lets! go! clik(p120)
-
- // Idle
- HG_IDLE0 hgrunt/gr_idle1
- HG_IDLE1 hgrunt/gr_idle2
- HG_IDLE2 hgrunt/gr_idle3
-
- HG_QUEST0 hgrunt/clik (t25) stay(e80) alert people clik(p120)
- HG_QUEST1 hgrunt/clik (t30) radio(e75) check, over clik(p120)
- HG_QUEST2 hgrunt/clik (t20) maintain lookout clik(p120)
- HG_QUEST3 hgrunt/clik(p110) (t30) squad, quiet(e75) down clik(p120)
- HG_QUEST4 hgrunt/clik(p120) (t30) hold position, clik
- HG_QUEST5 hgrunt/clik(p120) (t30) sweep(e80) that sector, clik(p120) clik(p120)
- HG_QUEST6 hgrunt/clik(p120) (t30) uhh, go tango sweep formation clik(p120) clik(p120)
- HG_QUEST7 hgrunt/clik(p120) (t30) echo(e75) mission is go clik(p120) clik(p120)
- HG_QUEST8 hgrunt/clik(p110) (t30) fire(e75) team, weapons(e75) check ok clik(p120) clik
- HG_QUEST9 hgrunt/clik(p110) (t30) fire(e75) team, objective foxtrot niner clik(p120)
- HG_QUEST10 hgrunt/clik (t30) ok(e75) mission, zero(e75) niner clik
- HG_QUEST11 hgrunt/clik (t30) squad, stay(e80) alert(e80) four freeman, over clik
-
- HG_ANSWER0 hgrunt/clik(p110) (t20) uhh roger(e75) that, clik(p120) clik
- HG_ANSWER1 hgrunt/clik(p120) (t10) yessir clik
- HG_ANSWER2 hgrunt/clik(p120) (t30) affirmative, sir clik
- HG_ANSWER3 hgrunt/clik (t30) negative clik(p120) clik
- HG_ANSWER4 hgrunt/clik(p105) (t30) roger clik
- HG_ANSWER5 hgrunt/clik(p105) (t30) ok control clik
- HG_ANSWER6 hgrunt/clik(p105) (t30) that(e75) is, uhh, affirmative clik
-
- HG_CLEAR0 hgrunt/clik(p130) (t30) all(e75) clear sir, clik
- HG_CLEAR1 hgrunt/clik (t30) bravo(e75) post, clear clik(p120)
- HG_CLEAR2 hgrunt/clik(p110) (t30) delta(e75) team, clear clik(p120)
- HG_CLEAR3 hgrunt/clik(p110) (t40) no sign hostiles sir, over clik(p120)
- HG_CLEAR4 hgrunt/clik (t30) no(e80) sign objective sir, over clik(p120)
- HG_CLEAR5 hgrunt/clik (t30) no(e75) movement this level clik(p120)
- HG_CLEAR6 hgrunt/clik(p120) (t28) sir, sector secure, over clik(p120) clik(p120)
- HG_CLEAR7 hgrunt/clik(p120) (t30) command(e75) post, team in position, over clik
- HG_CLEAR8 hgrunt/clik (t30) recon, in(e75) position, all quiet clik(p120)
- HG_CLEAR9 hgrunt/clik(p110) (t30) lookout(e90) post, all quiet, over clik(p110)
- HG_CLEAR10 hgrunt/clik (t40) sir, I(e80) here(e75) something clik
- HG_CLEAR11 hgrunt/clik(p120) (t30) sir, uhh, zero movement, over clik
- HG_CLEAR12 hgrunt/clik (t30) area secure sir, over clik(p120)
-
- HG_CHECK0 hgrunt/clik (t30) ok, check(e75) in clik
- HG_CHECK1 hgrunt/clik(p110) (t30) squad, are(e80) hostiles clear clik(p120)
- HG_CHECK2 hgrunt/clik (t30) check(e80) in people clik
- HG_CHECK3 hgrunt/clik (t30) lookout, check(e75) in clik(p110)
- HG_CHECK4 hgrunt/clik (t30) recon(e90) team, check(e80) in clik
- HG_CHECK5 hgrunt/clik(p130) (t30) movement check, over clik
- HG_CHECK6 hgrunt/clik (t30) check your zone, over, clik
- HG_CHECK7 hgrunt/clik (t30) everything(e85) ok(e75) there, clik(p130)
-
- HG_SUCKS hgrunt/hg_sucks
- HG_CIVVIES hgrunt/hg_civvies
-
- // BASE COMPUTER
-
- // countdown
-
- CTR0 zero
- CTR1 one second
- CTR2 two
- CTR3 three seconds
- CTR4 four
- CTR5 five seconds remaining
- CTR6 six
- CTR7 seven
- CTR8 eight
- CTR9 nine
- CTR10 ten seconds remaining
- CTR11 eleven
- CTR12 twelve
- CTR13 thirteen
- CTR14 fourteen
- CTR15 fifteen seconds remaining
- CTR16 sixteen
- CTR17 seventeen
- CTR18 eighteen
- CTR19 nineteen
- CTR20 twenty seconds remaining
-
- // doors, general
- NA0 access denied
- NA1 access is denied
- NA2 unauthorized access
- NA3 illegal access
- NA4 this door is locked
- NA5 unauthorized access
- NA6 entry forbidden
- NA7 entry not permitted
- NA8 no unauthorized personnel
- NA9 you do not have access to this facility
- NA10 (p102) sorry, you may not enter
- NA11 (p102) sorry, this door is locked
- NA12 (p102) please, move away from this area
- NA13 (p102) please, move away from door
- NA14 (p103) you will not get in
- NA15 (p103) entry is not an option
- NA16 (p104) will we do this all day
- NA17 (p104) move on immediately
- NA18 (p105) no, no, and no(p80)
- EA0 access granted
- EA1 access permitted
- EA2 entry granted
- EA3 entry permitted
- EA4 access authorized
- EA5 entry is permitted
- EA6 access authorized
- EA7 access to facility, granted
- EA8 access granted
-
- // doors, security lockout
- ND0 security lock is engaged
- ND1 secure area, no entry
- ND2 security lockout, no entry
- ND3 secure door, no entry
- ND4 security system in force
- ND5 security system armed, no entry
- ND6 door is secured
- ND7 illegal access, move away
- ED0 security lock disengaged
- ED1 security clear, proceed
- ED2 security lockout, released
- ED3 secure override accepted
- ED4 security access acknowledged
- ED5 security system disengaged
- ED6 door security disengaged
-
- // blast doors
- NF0 emergency blast door activated
- NF1 emergency blast shield activated
- NF3 the blast containment shield is down
- EF0 emergency blast door, open
- EF1 emergency blast shield, deactivated
- EF3 blast containment shield is, open
-
- // fire door
- NFIRE0 fire containment door is down
- EFIRE0 fire containment door, open
-
- // chemical door
- NCHEM0 chemical leak containment door activated
- ECHEM0 chemical leak containment door, open
-
- // radiation door
- NRAD0 radiation containment door activated
- ERAD0 radiation containment door, open
-
- // generic containment door
- NCON0 emergency containment door engaged
- ECON0 emergency containment door disengaged
-
- // broken locked door
- NG0 sorry, this door is inoperative
- NG1 sorry, door out of service
- NG2 door damage detected, please call service personnel
-
- // maintenance door
- NH0 no access, maintenance area
- NH1 no personnel permitted in maintenance area
- EH0 maintenance area access granted
- EH1 maintenance area door open
-
- // turrets, defensive systems
-
- T0 extreme hazard, defense system is armed in this zone
- T1 hazard area, defense system activated
- T2 danger, turret perimeter defense system armed
- T3 extreme hazard, nearest defense system engaged
- T4 danger, base defense turret system may power up
- T5 danger, automatic defense system activated
-
- // warnings
-
- WE0 warning, high voltage cable
- WE1 warning, high power cable
- WE2 warning, electric shock hazard
- WE3 warning, severe electric shock hazard
-
- // danger
-
- DR0 danger, radiation leak detected
- DR1 danger, radiation hazard detected
- DR2 danger, high radiation level detected
- DR3 danger, severe radiation hazard, evacuate area immediately
- DR4 danger, safety violation, extreme radiation level detected
-
- DC0 danger, chemical leak, area now a high health hazard
- DC1 danger, chemical coolant leak, health hazard zone
- DC2 danger, chemical containment breach, all personnel evacuate this area
- DC3 danger, supercooled chemical leak
- DC4 danger, supercooled helium leak
-
- DB0 danger, liquid biohazard leak in immediate area
- DB1 danger, coolant leak, severe biohazard now in this area
- DB2 danger, liquid biohazard released, evacuate area
- DB3 danger, biohazard detected in immediate area
-
- // training room
-
- TR_A three, two, one, deeoo(p110)
- TR_B deeoo(p110) (p102 t20) target system deactivated
-
-
- // BARNEY
-
- BA_OK0 barney/teamup2
- BA_OK1 barney/dobettertogether
- BA_OK2 barney/imwithyou
- BA_OK3 barney/teamup1
- BA_OK4 barney/gladtolendhand
- BA_OK5 barney/letsgo
- BA_OK6 barney/letsmoveit
-
- BA_WAIT0 barney/helpothers
- BA_WAIT1 barney/iwaithere
- BA_WAIT2 barney/slowingyoudown
- BA_WAIT3 barney/illwait
- BA_WAIT4 barney/seeya
- BA_WAIT5 barney/standguard
-
- BA_HELLO0 barney/hellonicesuit
- BA_HELLO1 barney/howdy
- BA_HELLO2 barney/howyoudoing
- BA_HELLO3 barney/haybuddy
- BA_HELLO4 barney/hayfella
- BA_HELLO5 barney/heybuddy
- BA_HELLO6 barney/heyfella
-
- BA_QUESTION0 barney/beertopside
- BA_QUESTION1 barney/wayout
- BA_QUESTION2 barney/getanyworse
- BA_QUESTION3 barney/gladof38
- BA_QUESTION4 barney/workingonstuff
- BA_QUESTION5 barney/wayout
- BA_QUESTION6 barney/whatsgoingon
- BA_QUESTION7 barney/aintscared
- BA_QUESTION8 barney/nodrill
- BA_QUESTION9 barney/gettingcloser
- BA_QUESTION10 barney/youhearthat
- BA_QUESTION11 barney/crewdied
- BA_QUESTION12 barney/somethingmoves
- BA_QUESTION13 barney/thinking
- BA_QUESTION14 barney/missingleg
-
- BA_ANSWER0 barney/noway
- BA_ANSWER1 barney/ireckon
- BA_ANSWER2 barney/soundsright
- BA_ANSWER3 barney/yessir
- BA_ANSWER4 barney/youbet
- BA_ANSWER5 barney/yougotit
- BA_ANSWER6 barney/yup
- BA_ANSWER7 barney/dontaskme
- BA_ANSWER8 barney/dontbet
- BA_ANSWER9 barney/dontbuyit
- BA_ANSWER10 barney/dontfigure
- BA_ANSWER11 barney/dontguess
- BA_ANSWER12 barney/hardtosay
- BA_ANSWER13 barney/justdontknow
- BA_ANSWER14 barney/nope
- BA_ANSWER15 barney/nosir
- BA_ANSWER16 barney/cantfigure
- BA_ANSWER17 barney/maybe
- BA_ANSWER18 barney/notelling
- BA_ANSWER19 barney/bequiet
- BA_ANSWER20 barney/youtalkmuch
- BA_ANSWER21 barney/alreadyasked
-
- // player is staring at scientist
- BA_STARE0 barney/yup
- BA_STARE1 barney/yessir
- BA_STARE2 barney/howyoudoing
- BA_STARE3 barney/heyfella
-
- BA_IDLE0 barney/whatisthat
- BA_IDLE1 barney/coldone
- BA_IDLE2 barney/guyresponsible
- BA_IDLE3 barney/bigmess
- BA_IDLE4 barney/luckwillturn
- BA_IDLE5 barney/bigplace
- BA_IDLE6 barney/targetpractice
- BA_IDLE7 barney/badfeeling
- BA_IDLE8 barney/ambush
- BA_IDLE9 barney/survive
- BA_IDLE10 barney/stophere
-
- BA_ATTACK0 barney/openfire(e50)
- BA_ATTACK1 barney/openfire(s50)
- BA_ATTACK2 barney/standback
- BA_ATTACK3 barney/whatisthat
- BA_ATTACK4 barney/diebloodsucker
- BA_ATTACK5 barney/aimforhead
-
- BA_HEAR0 barney/hearsomething
- BA_HEAR1 barney/icanhear
- BA_HEAR2 barney/soundsbad
-
- BA_SMELL0 barney/somethingdied
- BA_SMELL1 barney/somethingstinky
- BA_SMELL2 barney/stench
-
- BA_CUREA barney/checkwounds
- BA_CUREB barney/youneedmedic
- BA_CUREC barney/realbadwound
-
- BA_SCARED0 barney/donthurtem
- BA_SCARED1 barney/leavealone
-
- BA_WOUND0 barney/imhit
- BA_WOUND1 barney/hitbad
- BA_MORTAL0 barney/imdead
-
- //If you shoot Barney:
- BA_SHOT0 barney/ba_whoathere
- BA_SHOT1 barney/ba_dotoyou
- BA_SHOT2 barney/ba_watchit
- BA_SHOT3 barney/ba_whatyou
- BA_SHOT4 barney/ba_friends
- BA_SHOT5 barney/ba_pissme
-
- //When Barney’s really pissed at you:
- BA_MAD0 barney/ba_stepoff
- BA_MAD1 barney/ba_iwish
- BA_MAD2 barney/ba_uwish
- BA_MAD3 barney/ba_somuch
- BA_MAD4 barney/ba_endline
- BA_MAD5 barney/ba_dontmake
- BA_MAD6 barney/ba_tomb
-
- //When Barney’s killed something
- BA_KILL0 barney/ba_gotone
- BA_KILL1 barney/ba_another
- BA_KILL2 barney/ba_buttugly
- BA_KILL3 barney/ba_seethat
- BA_KILL4 barney/ba_close
- BA_KILL5 barney/ba_firepl
- BA_KILL6 barney/ba_bring
-
-
- //If you use Barney in Hazard Course
- BA_HAZ_OK0 holo/tr_ba_use
-
- //If you unuse Barney in Hazard Course
- BA_HAZ_WAIT0 holo/tr_ba_unuse
-
- //Barney in Hazard Course
- BA_LIGHTSON holo/tr_ba_lightson
-
- //If you use Barney before the disaster
- BA_POK0 barney/ba_post
- BA_POK1 barney/ba_duty
- BA_POK2 barney/ba_raincheck
- BA_POK3 barney/ba_later
-
- // if barney can't follow you
- BA_STOP0 barney/stop1
- BA_STOP1 barney/stop2
- BA_STOP2 barney/stop3
-
- // SCIENTIST
-
- SC_OK0 scientist/excellentteam
- SC_OK1 scientist/fellowscientist
- SC_OK2 scientist/fine
- SC_OK3 scientist/hopeyouknow
- SC_OK4 scientist/leadtheway
- SC_OK5 scientist/letsgo
- SC_OK6 scientist/yesletsgo
- SC_OK7 scientist/yes3
- SC_OK8 scientist/alright
-
- SC_WAIT0 scientist/beenaburden
- SC_WAIT1 scientist/slowingyou
- SC_WAIT2 scientist/reconsider
- SC_WAIT3 scientist/whyleavehere
- SC_WAIT4 scientist/illwaithere
- SC_WAIT5 scientist/istay
- SC_WAIT6 scientist/illwait
-
- // fail to follow player any more
- SC_STOP0 scientist/stop1
- SC_STOP1 scientist/stop2
- SC_STOP2 scientist/stop3
- SC_STOP3 scientist/stop4
-
-
- // player is staring at scientist
- SC_STARE0 scientist/yees
- SC_STARE1 scientist/areyouthink
- SC_STARE2 scientist/noidea
-
- SC_HELLO0 scientist/hellothere
- SC_HELLO1 scientist/freemanalive
- SC_HELLO2 scientist/afellowsci
- SC_HELLO3 scientist/greetings2
- SC_HELLO4 scientist/hello
- SC_HELLO5 scientist/goodtoseeyou
- SC_HELLO6 scientist/newhevsuit
- SC_HELLO7 scientist/hellofromlab
- SC_HELLO8 scientist/inmesstoo
-
- SC_ANSWER0 scientist/notsure
- SC_ANSWER1 scientist/notcertain
- SC_ANSWER2 scientist/perhaps
- SC_ANSWER3 scientist/whocansay
- SC_ANSWER4 scientist/inconclusive
- SC_ANSWER5 scientist/theoretically
- SC_ANSWER6 scientist/whyaskme
- SC_ANSWER7 scientist/lowervoice
- SC_ANSWER8 scientist/ofcourse
- SC_ANSWER9 scientist/absolutely
- SC_ANSWER10 scientist/yes
- SC_ANSWER11 scientist/ibelieveso
- SC_ANSWER12 scientist/right
- SC_ANSWER13 scientist/imsure
- SC_ANSWER14 scientist/positively
- SC_ANSWER15 scientist/nodoubt
- SC_ANSWER16 scientist/yees
- SC_ANSWER17 scientist/ofcoursenot
- SC_ANSWER18 scientist/absolutelynot
- SC_ANSWER19 scientist/noo
- SC_ANSWER20 scientist/idontthinkso
- SC_ANSWER21 scientist/completelywrong
- SC_ANSWER22 scientist/cantbeserious
- SC_ANSWER23 scientist/dontknow
- SC_ANSWER24 scientist/ridiculous
- SC_ANSWER25 scientist/shutup
- SC_ANSWER26 scientist/noguess
- SC_ANSWER27 scientist/stopasking
- SC_ANSWER28 scientist/justasked
- SC_ANSWER29 scientist/repeat
-
- SC_QUESTION0 scientist/everseen
- SC_QUESTION1 scientist/needsleep
- SC_QUESTION2 scientist/areyouthink
- SC_QUESTION3 scientist/evergetout
- SC_QUESTION4 scientist/rightwayout
- SC_QUESTION5 scientist/cantbeworse
- SC_QUESTION6 scientist/rescueus
- SC_QUESTION7 scientist/fascinating
- SC_QUESTION8 scientist/stimulating
- SC_QUESTION9 scientist/luckwillchange
- SC_QUESTION10 scientist/hearsomething
- SC_QUESTION11 scientist/doyousmell
- SC_QUESTION12 scientist/uselessphd
- SC_QUESTION13 scientist/waithere
- SC_QUESTION14 scientist/survival
- SC_QUESTION15 scientist/headcrab
- SC_QUESTION16 scientist/goodpaper
- SC_QUESTION17 scientist/catchone
- SC_QUESTION18 scientist/dinner
- SC_QUESTION19 scientist/alientrick
- SC_QUESTION20 scientist/alienappeal
- SC_QUESTION21 scientist/rumorclean
- SC_QUESTION22 scientist/nothostile
- SC_QUESTION23 scientist/announcer
- SC_QUESTION24 scientist/smellburn
- SC_QUESTION25 scientist/noidea
- SC_QUESTION26 scientist/whatnext
-
- SC_IDLE0 scientist/ipredictedthis
- SC_IDLE1 scientist/containfail
- SC_IDLE2 scientist/chaostheory
- SC_IDLE3 scientist/howinteresting
- SC_IDLE4 scientist/neverseen
- SC_IDLE5 scientist/peculiarmarks
- SC_IDLE6 scientist/whoresponsible
- SC_IDLE7 scientist/nogrant
- SC_IDLE8 scientist/bloodsample
- SC_IDLE9 scientist/administrator
- SC_IDLE10 scientist/improbable
- SC_IDLE11 scientist/organicmatter
- SC_IDLE12 scientist/lambdalab
- SC_IDLE13 scientist/ihearsomething
-
- SC_NOGO scientist/dontgothere
-
- SC_MONST0 scientist/seeheadcrab
- SC_MONST1 scientist/importantspecies
-
- SC_HEAR0 scientist/ihearsomething
- SC_HEAR1 scientist/didyouhear
- SC_HEAR2 scientist/whatissound
-
- SC_SMELL0 scientist/somethingfoul
- SC_SMELL1 scientist/odorfromyou
- SC_SMELL2 scientist/peculiarodor
- SC_SMELL3 scientist/stench
-
- SC_WOUND0 scientist/iwounded
- SC_WOUND1 scientist/iwounded2
-
- SC_MORTAL0 scientist/iwoundedbad
- SC_MORTAL1 scientist/iwounded2
-
- SC_CUREA scientist/youlookbad
- SC_CUREB scientist/youwounded
- SC_CUREC scientist/youneedmedic
-
- SC_HEAL0 scientist/heal1
- SC_HEAL1 scientist/heal2
- SC_HEAL2 scientist/youneedmedic, letstrythis
- SC_HEAL3 scientist/youlookbad, holdstill
- SC_HEAL4 scientist/youwounded, letstrythis
- SC_HEAL5 scientist/heal3
- SC_HEAL6 scientist/heal4
- SC_HEAL7 scientist/heal5
-
- SC_PLFEAR0 scientist/whatyoudoing
- SC_PLFEAR1 scientist/canttakemore
- SC_PLFEAR2 scientist/madness
- SC_PLFEAR3 scientist/noplease
- SC_PLFEAR4 scientist/getoutofhere
- SC_PLFEAR5 scientist/sorryimleaving
-
- SC_FEAR0 scientist/nooo
- SC_FEAR1 scientist/startle2
- SC_FEAR2 scientist/startle1 nooo
- SC_FEAR3 scientist/dontwantdie
- SC_FEAR4 scientist/getoutalive
- SC_FEAR5 scientist/startle3
- SC_FEAR6 scientist/startle4
- SC_FEAR7 scientist/startle5
- SC_FEAR8 scientist/startle6
- SC_FEAR9 scientist/startle7
- SC_FEAR10 scientist/startle8
- SC_FEAR11 scientist/startle9
- SC_FEAR12 scientist/startle1
-
- SC_SCREAM0 scientist/sci_fear1
- SC_SCREAM1 scientist/sci_fear2
- SC_SCREAM2 scientist/sci_fear3
- SC_SCREAM3 scientist/sci_fear4
- SC_SCREAM4 scientist/sci_fear5
- SC_SCREAM5 scientist/sci_fear6
- SC_SCREAM6 scientist/sci_fear7
- SC_SCREAM7 scientist/sci_fear8
- SC_SCREAM8 scientist/sci_fear9
- SC_SCREAM9 scientist/sci_fear10
- SC_SCREAM10 scientist/sci_fear11
- SC_SCREAM11 scientist/sci_fear12
- SC_SCREAM12 scientist/sci_fear13
- SC_SCREAM13 scientist/sci_fear14
- SC_SCREAM14 scientist/sci_fear15
-
- SC_SCARED0 scientist/whatyoudoing
- SC_SCARED1 scientist/stopattacking
- SC_SCARED2 scientist/youinsane
-
- // predisaster scientist
-
- SC_PHELLO0 scientist/hellofreeman
- SC_PHELLO1 scientist/greetings2
- SC_PHELLO2 scientist/goodtoseeyou
- SC_PHELLO3 scientist/greetings
- SC_PHELLO4 scientist/hello
- SC_PHELLO5 scientist/hellothere
- SC_PHELLO6 scientist/freeman
-
- SC_PQUEST0 scientist/beverage
- SC_PQUEST1 scientist/statusreport
- SC_PQUEST2 scientist/tunnelcalc
- SC_PQUEST3 scientist/shakeunification
- SC_PQUEST4 scientist/correcttheory
- SC_PQUEST5 scientist/analysis
- SC_PQUEST6 scientist/purereadings
- SC_PQUEST7 scientist/newsample
- SC_PQUEST8 scientist/perfectday
- SC_PQUEST9 scientist/cascade
- SC_PQUEST10 scientist/delayagain
- SC_PQUEST11 scientist/softethics
- SC_PQUEST12 scientist/tunedtoday
- SC_PQUEST13 scientist/donuteater
- SC_PQUEST14 scientist/seencup
- SC_PQUEST15 scientist/hungryyet
- SC_PQUEST16 scientist/recalculate
- SC_PQUEST17 scientist/checkatten
-
- SC_PIDLE0 scientist/hideglasses
- SC_PIDLE1 scientist/weartie
- SC_PIDLE2 scientist/runtest
- SC_PIDLE3 scientist/limitsok
- SC_PIDLE4 scientist/asexpected
- SC_PIDLE5 scientist/thatsodd
- SC_PIDLE6 scientist/allnominal
- SC_PIDLE7 scientist/shutdownchart
- SC_PIDLE8 scientist/reportflux
- SC_PIDLE9 scientist/simulation
- SC_PIDLE10 scientist/hopenominal
-
- //If you use Scientists in Hazard Course
- SC_HAZ_OK0 holo/tr_sci_use
-
- //If you unuse Scientists in Hazard Course
- SC_HAZ_WAIT0 holo/tr_sci_unuse
-
- //Scientists in Hazard Course
- SC_GOODWORK holo/tr_sci_goodwork
- SC_HARDLYNOTICE holo/tr_sci_hardlynoticed
- SC_NEXTSTATION holo/tr_sci_nextstation
-
- //If you use Scientists before the disaster
-
- SC_POK0 scientist/sci_alone
- SC_POK1 scientist/sci_bother
- SC_POK2 scientist/sci_busy
- SC_POK3 scientist/sci_aftertest
- SC_POK4 scientist/sci_somewhere
-
- //miscellaneous useful scripts
- SC_LETYOUIN scientist/letyouin
- SC_OVERHERE scientist/overhere
-
- // radio sounds
- MRAD_GETINPOS radio/com_getinpos
- MRAD_GO radio/com_go
- MRAD_REPORTIN radio/com_reportin
- MRAD_FOLLOWCOM radio/com_followcom
- MRAD_AFFIRM radio/ct_affirm
- MRAD_BACKUP radio/ct_backup
- MRAD_COVERME radio/ct_coverme
- MRAD_ENEMYSPOT radio/ct_enemys
- MRAD_FIREINHOLE radio/ct_fireinhole
- MRAD_IMHIT radio/ct_imhit
- MRAD_INPOS radio/ct_inpos
- MRAD_POINT radio/ct_point
- MRAD_REPRTINGIN radio/ct_reportingin
-
- MRAD_CTWIN radio/ctwin
- MRAD_HOSDOWN radio/hosdown
- MRAD_LETSGO radio/letsgo
- MRAD_LOCKNLOAD radio/locknload
- MRAD_MATEDOWN radio/matedown
- MRAD_MOVEOUT radio/moveout
- MRAD_RESCUED radio/rescued
- MRAD_ROGER radio/roger
- MRAD_TERWIN radio/terwin
- MRAD_ENEMYDOWN radio/enemydown
- MRAD_ROUNDDRAW radio/rounddraw
- MRAD_ELIM radio/elim
- MRAD_GETOUT radio/getout
- MRAD_VIP radio/vip
-
- MRAD_BLOW radio/blow
- MRAD_BOMBDEF radio/bombdef
- MRAD_BOMBPL radio/bombpl
- MRAD_CLEAR radio/clear
- MRAD_FALLBACK radio/fallback
- MRAD_GOGOGO radio/com_go
- MRAD_HITASSIST radio/fireassis
- MRAD_REGROUP radio/regroup
- MRAD_STICKTOG radio/sticktog
-
- MRAD_TAKEPOINT radio/takepoint
- MRAD_POSITION radio/position
- MRAD_CIRCLEBACK radio/circleback
- MRAD_FOLLOWME radio/followme
- MRAD_MEETME radio/meetme
- MRAD_STORMFRONT radio/stormfront
- MRAD_NEGATIVE radio/negative
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