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Copy pathsentences.txt
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3146 lines (2561 loc) · 162 KB
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// 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}
// Combine Soilder Synth
//PAIN
COMBINE_SYNTH_PAIN0 npc/combine_soldier_synth/pain1 {Len 0.30 closecaption NPC_Combine.Pain}
COMBINE_SYNTH_PAIN1 npc/combine_soldier_synth/pain2 {Len 0.30 closecaption NPC_Combine.Pain}
COMBINE_SYNTH_PAIN2 npc/combine_soldier_synth/pain3 {Len 0.26 closecaption NPC_Combine.Pain}
//DIE
COMBINE_SYNTH_DIE0 npc/combine_soldier_synth/die1 V_IDIEDS {Len 0.62 closecaption NPC_Combine.Death}
COMBINE_SYNTH_DIE1 npc/combine_soldier_synth/die2 V_IDIEDS {Len 0.92 closecaption NPC_Combine.Death}
COMBINE_SYNTH_DIE2 npc/combine_soldier_synth/die3 V_IDIEDS {Len 0.80 closecaption NPC_Combine.Death}
//KICK
COMBINE_SYNTH_KICK0 npc/combine_soldier_synth/kick1 {Len 0.26}
COMBINE_SYNTH_KICK1 npc/combine_soldier_synth/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_SYNTH_ANNOUNCE0 npc/combine_soldier_synth/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_SYNTH_ANNOUNCE0 npc/combine_soldier_synth/vo/(v100) on1 V_MYNAMES V_MYNUMS suppressing off1 {Len 0.96 closecaption NPCSound.Caption}
COMBINE_SYNTH_ANNOUNCE0 npc/combine_soldier_synth/vo/(v100) on1 V_MYNAMES V_MYNUMS suppressing off1 {Len 0.96 closecaption NPC_Combine.Alert}
COMBINE_SYNTH_ANNOUNCE1 npc/combine_soldier_synth/vo/(v100) on1 V_MYNAMES V_MYNUMS gosharp off2 {Len 1.22 closecaption NPC_Combine.Alert}
COMBINE_SYNTH_ANNOUNCE2 npc/combine_soldier_synth/vo/(v100) on2 V_MYNAMES V_MYNUMS prosecuting off1 {Len 1.45 closecaption NPC_Combine.Alert}
COMBINE_SYNTH_ANNOUNCE3 npc/combine_soldier_synth/vo/(v100) on2 V_MYNAMES V_MYNUMS engaging off1 {Len 1.45 closecaption NPC_Combine.Alert}
COMBINE_SYNTH_ANNOUNCE4 npc/combine_soldier_synth/vo/(v100) on2 cover off1 {Len 1.45 closecaption NPC_Combine.Alert}
// My enemy is close and I can see him
COMBINE_SYNTH_ASSAULT0 npc/combine_soldier_synth/vo/(v100) on1 contact V_G0_PLAYERS off1 {Len 0.87 closecaption NPC_Combine.Alert}
COMBINE_SYNTH_ASSAULT1 npc/combine_soldier_synth/vo/(v100) on1 contactconfirmprosecuting off1 {Len 1.23 closecaption NPC_Combine.Alert}
COMBINE_SYNTH_ASSAULT2 npc/combine_soldier_synth/vo/(v100) on2 contactconfim off1 {Len 1.08 closecaption NPC_Combine.Alert}
COMBINE_SYNTH_ASSAULT3 npc/combine_soldier_synth/vo/(v100) on2 targetmyradial V_DIRS degrees off3 {Len 1.45 closecaption NPC_Combine.Alert}
// I am moving in
COMBINE_SYNTH_FLANK0 npc/combine_soldier_synth/vo/(v100) on1 V_MYNAMES V_MYNUMS closing off1 {Len 1.36 closecaption NPC_Combine.Coord}
COMBINE_SYNTH_FLANK1 npc/combine_soldier_synth/vo/(v100) on2 V_MYNAMES V_MYNUMS inbound off1 {Len 1.15 closecaption NPC_Combine.Coord}
COMBINE_SYNTH_FLANK2 npc/combine_soldier_synth/vo/(v100) on1 movein off2 {Len 1.15 closecaption NPC_Combine.Coord}
COMBINE_SYNTH_FLANK3 npc/combine_soldier_synth/vo/(v100) on2 V_MYNAMES V_MYNUMS sweepingin off1 {Len 1.15 closecaption NPC_Combine.Coord}
COMBINE_SYNTH_FLANK4 npc/combine_soldier_synth/vo/(v100) on1 coverme off1 {Len 1.15 closecaption NPC_Combine.Coord}
COMBINE_SYNTH_FLANK5 npc/combine_soldier_synth/vo/(v100) on1 V_MYNAMES unitisclosing off1 {Len 1.15 closecaption NPC_Combine.Coord}
COMBINE_SYNTH_FLANK6 npc/combine_soldier_synth/vo/(v100) on1 V_MYNAMES unitisinbound off1 {Len 1.15 closecaption NPC_Combine.Coord}
COMBINE_SYNTH_FLANK7 npc/combine_soldier_synth/vo/(v100) on1 V_MYNAMES unitismovingin off1 {Len 1.15 closecaption NPC_Combine.Coord}
// I am still alert and pursuing enemy
COMBINE_SYNTH_GO_ALERT0 npc/combine_soldier_synth/vo/(v100) on1 alert1 off1 {Len 0.77 closecaption NPC_Combine.Coord}
COMBINE_SYNTH_GO_ALERT1 npc/combine_soldier_synth/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_SYNTH_LOST_LONG0 npc/combine_soldier_synth/vo/(v100) on1 targetblackout off1 {Len 1.14 closecaption NPC_Combine.RadioChatter}
COMBINE_SYNTH_LOST_LONG1 npc/combine_soldier_synth/vo/(v100) on1 V_MYNAMES V_MYNUMS lostcontact off1 {Len 1.08 closecaption NPC_Combine.RadioChatter}
COMBINE_SYNTH_LOST_LONG2 npc/combine_soldier_synth/vo/(v100) on1 motioncheckallradials off1 {Len 1.05 closecaption NPC_Combine.RadioChatter}
COMBINE_SYNTH_LOST_LONG3 npc/combine_soldier_synth/vo/(v100) on1 stayalertreportsightlines off1 {Len 1.05 closecaption NPC_Combine.RadioChatter}
COMBINE_SYNTH_LOST_LONG4 npc/combine_soldier_synth/vo/(v100) on1 overwatch, teamdeployedandscanning off1 {Len 1.05 closecaption NPC_Combine.RadioChatter}
COMBINE_SYNTH_LOST_LONG5 npc/combine_soldier_synth/vo/(v100) on1 overwatch, V_MYNAMES V_MYNUMS engagedincleanup off1 {Len 1.05 closecaption NPC_Combine.RadioChatter}
COMBINE_SYNTH_LOST_LONG6 npc/combine_soldier_synth/vo/(v100) on1 readyweapons, stayalert off1 {Len 1.05 closecaption NPC_Combine.RadioChatter}
// UNDONE: Nobody has seen enemy in 5 seconds
COMBINE_SYNTH_LOST_SHORT0 npc/combine_soldier_synth/vo/(v100) on1 targetisat shaddow4 off1 {Len 1.56 closecaption NPC_Combine.RadioChatter}
COMBINE_SYNTH_LOST_SHORT1 npc/combine_soldier_synth/vo/(v100) on1 readyextractors off1 {Len 1.19 closecaption NPC_Combine.RadioChatter}
COMBINE_SYNTH_LOST_SHORT2 npc/combine_soldier_synth/vo/(v100) on1 readycharges off1 {Len 1.13 closecaption NPC_Combine.RadioChatter}
COMBINE_SYNTH_LOST_SHORT3 npc/combine_soldier_synth/vo/(v100) on1 fixsightlinesmovein off1 {Len 1.13 closecaption NPC_Combine.RadioChatter}
COMBINE_SYNTH_LOST_SHORT4 npc/combine_soldier_synth/vo/(v100) on1 on1 containmentproceeding off1 {Len 0.98 closecaption NPC_Combine.RadioChatter}
// I just saw a friendly die
COMBINE_SYNTH_MAN_DOWN0 npc/combine_soldier_synth/vo/(v100) on1 V_WHODIEDS onedown onedown off1 {Len 1.28 closecaption NPC_Combine.Alert}
COMBINE_SYNTH_MAN_DOWN1 npc/combine_soldier_synth/vo/(v100) on1 V_WHODIEDS onedutyvacated off1 {Len 1.41 closecaption NPC_Combine.Alert}
COMBINE_SYNTH_MAN_DOWN2 npc/combine_soldier_synth/vo/(v100) on2 heavyresistance off3 {Len 1.45 closecaption NPC_Combine.Alert}
COMBINE_SYNTH_MAN_DOWN3 npc/combine_soldier_synth/vo/(v100) on1 overwatchrequestreinforcement off3 {Len 1.45 closecaption NPC_Combine.Alert}
COMBINE_SYNTH_MAN_DOWN4 npc/combine_soldier_synth/vo/(v100) on1 V_WHODIEDS onedown, hardenthatposition off3 {Len 1.45 closecaption NPC_Combine.Alert}
// UNDONE: Just found enemy after lost long
COMBINE_SYNTH_REFIND_ENEMY0 npc/combine_soldier_synth/vo/(v100) on1 target V_G0_PLAYERS, goactiveintercept off1 {Len 0.77 closecaption NPC_Combine.Alert}
COMBINE_SYNTH_REFIND_ENEMY1 npc/combine_soldier_synth/vo/(v100) on2 gosharp range V_DISTS off3 {Len 1.45 closecaption NPC_Combine.Alert}
COMBINE_SYNTH_REFIND_ENEMY2 npc/combine_soldier_synth/vo/(v100) on2 targetcontactat V_GRIDXS dash V_GRIDYS off3 {Len 1.45 closecaption NPC_Combine.Alert}
COMBINE_SYNTH_REFIND_ENEMY3 npc/combine_soldier_synth/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_SYNTH_THROW_GRENADE0 npc/combine_soldier_synth/vo/(v100) on1 V_MYNAMES V_MYNUMS extractoraway off1 {Len 1.31 closecaption NPC_Combine.Grenade}
COMBINE_SYNTH_THROW_GRENADE1 npc/combine_soldier_synth/vo/(v100) on1 V_MYNAMES V_MYNUMS extractorislive off1 {Len 1.33 closecaption NPC_Combine.Grenade}
COMBINE_SYNTH_THROW_GRENADE2 npc/combine_soldier_synth/vo/(v100) on1 V_MYNAMES V_MYNUMS flush sharpzone off1 {Len 1.24 closecaption NPC_Combine.Grenade}
COMBINE_SYNTH_THROW_GRENADE3 npc/combine_soldier_synth/vo/(v100) on1 V_MYNAMES V_MYNUMS extractoraway sharpzone off1 {Len 1.24 closecaption NPC_Combine.Grenade}
COMBINE_SYNTH_THROW_GRENADE4 npc/combine_soldier_synth/vo/(v100) on1. six, five, four, three, two, one, flash flash(p105) flash(p110) off1 {Len 1.24 closecaption NPC_Combine.Grenade}
//COMBINE_SYNTH_THROW1 npc/combine_soldier_synth/vo/on1 (t30) take!(e75) this!(e100 t0) off1 {Len 1.03}
//COMBINE_SYNTH_THROW2 npc/combine_soldier_synth/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_SYNTH_GREN0 npc/combine_soldier_synth/vo/(v100) on1(p120) bouncerbouncer off1 {Len 1.17 closecaption NPC_Combine.Grenade}
COMBINE_SYNTH_GREN1 npc/combine_soldier_synth/vo/(v100) on1(p120) flaredown off1 {Len 1.17 closecaption NPC_Combine.Grenade}
// Something dangerous nearby, need to run
COMBINE_SYNTH_DANGER0 npc/combine_soldier_synth/vo/(v100) on1(p120) displace off1 {Len 1.17}
COMBINE_SYNTH_DANGER1 npc/combine_soldier_synth/vo/(v100) on1(p120) displace2 off3 {Len 1.17}
COMBINE_SYNTH_DANGER2 npc/combine_soldier_synth/vo/(v100) on1(p120) ripcordripcord off1 {Len 1.17}
// Player Alert - first contact and I'm the squad leader
COMBINE_SYNTH_ALERT0 npc/combine_soldier_synth/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_SYNTH_ALERT1 npc/combine_soldier_synth/vo/(v100) on1(p110) gosharpgosharp, V_DISTS meters off1 {Len 1.13 closecaption NPC_Combine.Alert}
COMBINE_SYNTH_ALERT2 npc/combine_soldier_synth/vo/(v100) on2(p110) callcontacttarget1, grid V_GRIDXS dash V_GRIDYS off1 {Len 1.13 closecaption NPC_Combine.Alert}
COMBINE_SYNTH_ALERT3 npc/combine_soldier_synth/vo/(v100) on1(p110) targetisat V_DISTS meters bearing V_DIRS degrees off1 {Len 1.13 closecaption NPC_Combine.Alert}
COMBINE_SYNTH_ALERT4 npc/combine_soldier_synth/vo/(v100) on1(p110) targetmyradial V_DIRS degrees off1 {Len 1.13 closecaption NPC_Combine.Alert}
COMBINE_SYNTH_ALERT5 npc/combine_soldier_synth/vo/(v100) on2(p110) contact V_G0_PLAYERS off3 {Len 1.13 closecaption NPC_Combine.Alert}
COMBINE_SYNTH_ALERT6 npc/combine_soldier_synth/vo/(v100) on1(p110) targetcontactat V_DISTS meters, bearing V_DIRS degrees off1 {Len 1.13 closecaption NPC_Combine.Alert}
COMBINE_SYNTH_ALERT7 npc/combine_soldier_synth/vo/(v100) on2(p110) designatetargetas V_G0_PLAYERS off1 {Len 1.13 closecaption NPC_Combine.Alert}
COMBINE_SYNTH_ALERT8 npc/combine_soldier_synth/vo/(v100) on1(p110) contactconfirmprosecuting off2 {Len 1.13 closecaption NPC_Combine.Alert}
COMBINE_SYNTH_ALERT9 npc/combine_soldier_synth/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_SYNTH_PLAYERHIT0 npc/combine_soldier_synth/vo/(v100) targetcompromisedmovein off1 {Len 1.13}
COMBINE_SYNTH_PLAYERHIT1 npc/combine_soldier_synth/vo/(v100) affirmativewegothimnow off1 {Len 1.13}
COMBINE_SYNTH_PLAYERHIT2 npc/combine_soldier_synth/vo/(v100) thatsitwrapitup off2 {Len 1.13}
// Monster Alert - first contact and I'm the squad leader
COMBINE_SYNTH_MONST0 npc/combine_soldier_synth/vo/(v100) confirmsectornotsterile off1 {Len 1.72 closecaption NPC_Combine.Alert}
COMBINE_SYNTH_MONST1 npc/combine_soldier_synth/vo/(v100) visualonexogens off1 {Len 1.72 closecaption NPC_Combine.Alert}
COMBINE_SYNTH_MONST2 npc/combine_soldier_synth/vo/(v100) overwatch sector V_SECTORS infected off1 {Len 1.72 closecaption NPC_Combine.Alert}
// Monster Alert - by type
COMBINE_SYNTH_MONST_BUGS0 npc/combine_soldier_synth/vo/(v100) confirmsectornotsterile off1 {Len 1.72 closecaption NPC_Combine.Alert}
COMBINE_SYNTH_MONST_BUGS1 npc/combine_soldier_synth/vo/(v100) swarmoutbreakinsector V_SECTORS off1 {Len 1.72 closecaption NPC_Combine.Alert}
COMBINE_SYNTH_MONST_BUGS2 npc/combine_soldier_synth/vo/(v100) overwatch, weareinaninfestationzone, sector V_SECTORS off2 {Len 1.72 closecaption NPC_Combine.Alert}
COMBINE_SYNTH_MONST_BUGS3 npc/combine_soldier_synth/vo/(v100) overwatch, wehavenontaggedviromes, grid V_GRIDXS dash V_GRIDYS off1 {Len 1.72 closecaption NPC_Combine.Alert}
COMBINE_SYNTH_MONST_CITIZENS0 npc/combine_soldier_synth/vo/(v100) outbreak off1 {Len 1.72 closecaption NPC_Combine.Alert}
COMBINE_SYNTH_MONST_CHARACTER0 npc/combine_soldier_synth/vo/(v100) target, prioritytwoescapee off1 {Len 1.72 closecaption NPC_Combine.Alert}
COMBINE_SYNTH_MONST_CHARACTER1 npc/combine_soldier_synth/vo/(v100) outbreakstatusiscode hurricane off1 {Len 1.72 closecaption NPC_Combine.Alert}
COMBINE_SYNTH_MONST_ZOMBIES0 npc/combine_soldier_synth/vo/(v100) necrotics off3 {Len 1.72 closecaption NPC_Combine.Alert}
COMBINE_SYNTH_MONST_ZOMBIES1 npc/combine_soldier_synth/vo/(v100) necroticsinbound off1 {Len 1.72 closecaption NPC_Combine.Alert}
COMBINE_SYNTH_MONST_ZOMBIES2 npc/combine_soldier_synth/vo/(v100) overwatch, weareinaninfestationzone, sector V_SECTORS off2 {Len 1.72 closecaption NPC_Combine.Alert}
COMBINE_SYNTH_MONST_PARASITES0 npc/combine_soldier_synth/vo/(v100) callcontactparasitics off1 {Len 1.72 closecaption NPC_Combine.Alert}
COMBINE_SYNTH_MONST_PARASITES1 npc/combine_soldier_synth/vo/(v100) overwatch, wehavefreeparasites, sector V_SECTORS off1 {Len 1.72 closecaption NPC_Combine.Alert}
// I killed a monster
COMBINE_SYNTH_KILL_MONST0 npc/combine_soldier_synth/vo/(v100) V_SEQGLOBNBRS cleaned off1 {Len 1.72 closecaption NPC_Combine.RadioChatter}
COMBINE_SYNTH_KILL_MONST1 npc/combine_soldier_synth/vo/(v100) V_SEQGLOBNBRS sterilized off3 {Len 1.72 closecaption NPC_Combine.RadioChatter}
COMBINE_SYNTH_KILL_MONST2 npc/combine_soldier_synth/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_SYNTH_COVER0 npc/combine_soldier_synth/vo/(v100) on1 coverhurt off1 {Len 0.95 closecaption NPC_Combine.Coord}
COMBINE_SYNTH_COVER1 npc/combine_soldier_synth/vo/(v100) on1 displace2 off1 {Len 0.95 closecaption NPC_Combine.Coord}
COMBINE_SYNTH_COVER2 npc/combine_soldier_synth/vo/(v100) on2 V_MYNAMES V_MYNUMS requestmedical off1 {Len 0.95 closecaption NPC_Combine.Coord}
COMBINE_SYNTH_COVER3 npc/combine_soldier_synth/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_SYNTH_TAUNT0 npc/combine_soldier_synth/vo/(v100) on1(p110) targetineffective off1(p120) on1 {Len 1.32}
COMBINE_SYNTH_TAUNT1 npc/combine_soldier_synth/vo/(v100) on2(p110) bodypackholding off2(p120) on1 {Len 1.32}
COMBINE_SYNTH_TAUNT2 npc/combine_soldier_synth/vo/(v100) on1(p110) V_MYNAMES V_MYNUMS, fullactive off1(p120) on1 {Len 1.32}
// I'm the last guy in the squad
COMBINE_SYNTH_LAST_OF_SQUAD0 npc/combine_soldier_synth/vo/(v100) on2 overwatchrequestreserveactivation off1 {len 1.5 closecaption NPC_Combine.Last}
COMBINE_SYNTH_LAST_OF_SQUAD1 npc/combine_soldier_synth/vo/(v100) on1 overwatch, sectorisnotsecure off3 {Len 1.28 closecaption NPC_Combine.Last}
COMBINE_SYNTH_LAST_OF_SQUAD2 npc/combine_soldier_synth/vo/(v100) on1 sector V_SECTORS, outbreak outbreak(p105) outbreak(p110) off1 {Len 1.28 closecaption NPC_Combine.Last}
COMBINE_SYNTH_LAST_OF_SQUAD3 npc/combine_soldier_synth/vo/(v100) on1 V_MYNAMES V_MYNUMS isfinalteamunitbackup off1 {Len 1.28 closecaption NPC_Combine.Last}
COMBINE_SYNTH_LAST_OF_SQUAD4 npc/combine_soldier_synth/vo/(v100) on1 overwatchteamisdown off1 {Len 1.28 closecaption NPC_Combine.Last}
COMBINE_SYNTH_LAST_OF_SQUAD5 npc/combine_soldier_synth/vo/(v100) on2 overwatchsectoroverrun off2 {Len 1.28 closecaption NPC_Combine.Last}
COMBINE_SYNTH_LAST_OF_SQUAD6 npc/combine_soldier_synth/vo/(v100) on1 overwatchrequestskyshield off1 {Len 0.95 closecaption NPC_Combine.Last}
COMBINE_SYNTH_LAST_OF_SQUAD7 npc/combine_soldier_synth/vo/(v100) on1 overwatchrequestwinder off1 {Len 0.95 closecaption NPC_Combine.Last}
// player is dead
COMBINE_SYNTH_PLAYER_DEAD0 npc/combine_soldier_synth/vo/(v100) on1 overwatchconfirmhvtcontained off3 {Len 0.82}
COMBINE_SYNTH_PLAYER_DEAD1 npc/combine_soldier_synth/vo/(v100) on1 overwatchtarget1sterilized off1 {Len 1.87}
COMBINE_SYNTH_PLAYER_DEAD2 npc/combine_soldier_synth/vo/(v100) on2 overwatchtargetcontained off2 {Len 1.38}
COMBINE_SYNTH_PLAYER_DEAD3 npc/combine_soldier_synth/vo/(v100) on2 overwatch, stabilizationteamhassector off1 {Len 1.38}
COMBINE_SYNTH_PLAYER_DEAD4 npc/combine_soldier_synth/vo/(v100) on2 overwatch, V_G0_PLAYERS secure off3 {Len 1.38}
COMBINE_SYNTH_PLAYER_DEAD5 npc/combine_soldier_synth/vo/(v100) on1 overwatch, V_G0_PLAYERS delivered off1 {Len 1.38}
COMBINE_SYNTH_PLAYER_DEAD6 npc/combine_soldier_synth/vo/(v100) on1 overwatch, antiseptic administer off1 {Len 1.38}
// Idle statement - my status, no enemy
COMBINE_SYNTH_IDLE0 npc/combine_soldier_synth/vo/(v30) on1 V_RNDNAMES V_RNDCODES V_RNDNUMS dash V_RNDNUMS off1 {Len 2.97 closecaption NPC_Combine.RadioChatter}
COMBINE_SYNTH_IDLE1 npc/combine_soldier_synth/vo/(v30) on1 overwatchreportspossiblehostiles off1 {Len 2.97 closecaption NPC_Combine.RadioChatter}
COMBINE_SYNTH_IDLE2 npc/combine_soldier_synth/vo/(v30) on1 ovewatchorders3ccstimboost off2 {Len 2.97 closecaption NPC_Combine.RadioChatter}
COMBINE_SYNTH_IDLE3 npc/combine_soldier_synth/vo/(v30) on2 stabilizationteamholding off1 {Len 2.97 closecaption NPC_Combine.RadioChatter}
COMBINE_SYNTH_IDLE4 npc/combine_soldier_synth/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_SYNTH_QUEST0 npc/combine_soldier_synth/vo/(v30) on1 readyweaponshostilesinbound off1(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter}
COMBINE_SYNTH_QUEST1 npc/combine_soldier_synth/vo/(v30) on1 prepforcontact off3(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter}
COMBINE_SYNTH_QUEST2 npc/combine_soldier_synth/vo/(v30) on2 skyshieldreportslostcontact, readyweapons off1(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter}
COMBINE_SYNTH_QUEST3 npc/combine_soldier_synth/vo/(v30) on2 stayalert off3(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter}
COMBINE_SYNTH_QUEST4 npc/combine_soldier_synth/vo/(v30) on2 weaponsoffsafeprepforcontact off2(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter}
COMBINE_SYNTH_QUEST5 npc/combine_soldier_synth/vo/(v30) on1 overwatch isatcode V_RNDCODES V_RNDNUMS off1(p120) {Len 1.56 closecaption NPC_Combine.RadioChatter}
// Answering affirmative
COMBINE_SYNTH_ANSWER0 npc/combine_soldier_synth/vo/(v30) on1 affirmative off1 {Len 1.57}
COMBINE_SYNTH_ANSWER1 npc/combine_soldier_synth/vo/(v30) on1 copy off1 {Len 1.57}
COMBINE_SYNTH_ANSWER2 npc/combine_soldier_synth/vo/(v30) on2 copythat off3 {Len 1.57}
COMBINE_SYNTH_ANSWER3 npc/combine_soldier_synth/vo/(v30) on1 affirmative2 off1 {Len 1.57}
COMBINE_SYNTH_ANSWER4 npc/combine_soldier_synth/vo/(v30) on1 copythat, V_RNDNAMES V_RNDCODES V_RNDNUMS dash V_RNDNUMS off1 {Len 1.57}
// Answering all clear
COMBINE_SYNTH_CLEAR0 npc/combine_soldier_synth/vo/(v30) on1 V_MYNAMES V_MYNUMS hasnegativemovement grid V_GRIDXS dash V_GRIDYS on1 off2(p120) {Len 2.30}
COMBINE_SYNTH_CLEAR1 npc/combine_soldier_synth/vo/(v30) on1 V_MYNAMES V_MYNUMS isholdingatcode V_RNDCODES on1 off1(p120) {Len 2.30}
COMBINE_SYNTH_CLEAR2 npc/combine_soldier_synth/vo/(v30) on2 V_MYNAMES V_MYNUMS hasnegativemovement on1 off3(p120) {Len 2.30}
COMBINE_SYNTH_CLEAR3 npc/combine_soldier_synth/vo/(v30) on1 affirmative, noviscon on1 off1(p120) {Len 2.30}
COMBINE_SYNTH_CLEAR4 npc/combine_soldier_synth/vo/(v30) on1 sightlineisclear on1 off1(p120) {Len 2.30}
COMBINE_SYNTH_CLEAR5 npc/combine_soldier_synth/vo/(v30) on2 V_MYNAMES reportingclear on1 off3(p120) {Len 2.30}
COMBINE_SYNTH_CLEAR6 npc/combine_soldier_synth/vo/(v30) on1 sectorissecurenovison on1 off1(p120) {Len 2.30}
// Questioning if all clear
COMBINE_SYNTH_CHECK0 npc/combine_soldier_synth/vo/(v30) on1 stayalertreportsightlines off3 {Len 1.63}
COMBINE_SYNTH_CHECK1 npc/combine_soldier_synth/vo/(v30) on2 reportallpositionsclear off3 {Len 1.63}
COMBINE_SYNTH_CHECK2 npc/combine_soldier_synth/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}