// SPEECH SYSTEM SENTENCES // (pX): set pitch = X percent of normal. (higher numbers = higher pitch) // (tX): set 'pause between words' = 100-X percent of normal? (t0 = full pause, t100 = no pause) // (vX): set volume = X percent of normal // (sX): start the sound X percent of the way through // (eX): stop the sound X percent of the way through // number is limited (1023 max), so put less important sentences to the end of file // Capture the flag // NOTE: don't play sounds that will screw up the victory music such as bloop dadeda deeoo doop bizwarn buzwarn grr1 grr2 //CTF_CAP_PLR vox/you(e80) captured(e90) the(s15 e80) (e100) enemy flag //CTF_CAP_TEAM vox/your(e90) team(e80) captured(e90) the(s15 e80) flag //CTF_GOT_PLR vox/you(e80) have(e90) the(s15 e80) enemy flag //CTF_GOT_ENEMY vox/the enemy has(s5) your flag //CTF_RET_PLR vox/You(e80) have(e90) returned(e90) your(e90) flag(e80) //CTF_RET_TEAM vox/your(e80) flag(e80) returned //CTF_CAP_TEAM game/ctf_captured CTF_CAP_ENEMY vox/deeoo enemy team captured(e90) the(s15 e80) flag CTF_GOT_TEAM vox/your team has the(s15 e80) enemy flag CTF_GOT_ENEMY game/ctf_alarm CTF_RET_TEAM game/ctf_returned CTF_RET_ENEMY vox/enemy flag(e80) returned // Multiplayer game MP_WINNER vox/blip_notify you are the winner MP_LOST vox/deeoo you have lost MP_OVERTIME vox/over(e90) time SCORESOUND0 game/scoresound1 SCORESOUND1 game/scoresound2 SCORESOUND2 game/scoresound3 SCORESOUND3 game/scoresound4 // Outdoor WILD0 ambience/(v30) quail1(p103), quail1(t10), quail1(p101) WILD1 ambience/bee1(v75) bird01, bird02 WILD2 ambience/bee2(p105) bird04, bird08 bird09, bird00 WILD3 ambience/hawk1(p98 v30) bird00 bird04, bird10 WILD4 ambience/hawk1(p105 v20) bird02, bird01, bird13 WILD5 ambience/(v50 p97) quail1, quail1(t15) bird02, bird04, bird06 WILD6 ambience/bee1(p98 v50) bird03, bird07 WILD7 ambience/bee1(p97) bird04, bird00, bird14 WILD8 ambience/quail1(p98 v20)) bird05, bird09, bird01 WILD9 ambience/des_wind1(v50) bird06 bird06, bird15 WILD10 ambience/des_wind2(v50) bird07, bird03 WILD11 ambience/des_wind3(v50) bird08 bird08 bird08 bird08 bird08 WILD12 ambience/wren1(v80) des_wind1(v40 p105) bird09, bird08 bird08, bird14 WILD13 ambience/des_wind2(v40 p98) bird08, bird05 bird05 bird05 // Birds only BIRDS0 ambience/wren1(v80) bird00, bird01, bird12, bird13 BIRDS1 ambience/bird02, bird03, bird14, bird15 BIRDS2 ambience/bird04, bird05, bird16, bird17 BIRDS3 ambience/bird06, bird07, bird18, bird16 BIRDS4 ambience/bird08, bird09, swamp_bird1, swamp_bird2 BIRDS5 ambience/bird10, bird11, swamp_bird3, swamp_bird4 // Distant war zone FAR_WAR0 ambience/(v50) distantmortar1, jetflyby1 FAR_WAR1 ambience/(v60) distantmortar2, rifle1 FAR_WAR2 ambience/(v50) distantmortar3, biggun3 FAR_WAR3 ambience/(v15) biggun2 biggun3, distantmortar3 FAR_WAR4 ambience/(v20) rifle2 rifle1 rifle1, distantmortar2 FAR_WAR5 ambience/(v10) jetflyby1, distantmortar2 FAR_WAR6 ambience/(v10) mgun_burst4, distantmortar1 FAR_WAR7 ambience/(v30) distantmortar1, distantmortar2, distantmortar3 FAR_WAR8 ambience/(v10) biggun2 biggun2 biggun2 FAR_WAR9 ambience/(v15) mgun_burst1 biggun2, distantmortar1, distantmortar2 FAR_WAR10 ambience/(v20) biggun1 rifle2 biggun3, distantmortar2 FAR_WAR11 ambience/(v10) mgun_burst2, distantmortar2 FAR_WAR12 ambience/(v15) mgun_burst3 mgun_burst3, jetflyby1 FAR_WAR13 ambience/(v10) rifle1 rifle1, rifle1 rifle2 // Near war zone NEAR_WAR0 ambience/(v60) mgun_burst3 mgun_burst3 mgun_burst3(v50) NEAR_WAR1 ambience/(v60) rifle1 rifle2 rifle2, rifle1 rifle1 NEAR_WAR2 ambience/(v60) alienflyby1 NEAR_WAR3 ambience/(v60) biggun3 biggun3 biggun3 NEAR_WAR4 ambience/(v60) mgun_burst4 mgun_burst3, rifle1 mgun_burst4 NEAR_WAR5 ambience/(v60) jetflyby1 NEAR_WAR6 ambience/(v60) mgun_burst4 mgun_burst3 NEAR_WAR7 ambience/distantmortar1 distantmortar3 distantmortar2 NEAR_WAR8 ambience/(v60) biggun2 biggun2 biggun2 biggun2(v30) NEAR_WAR9 ambience/(v60) mgun_burst1 mgun_burst1 rifle2 mgun_burst3 NEAR_WAR10 ambience/(v40) mgun_burst2 mgun_burst2, mgun_burst3 mgun_burst2 NEAR_WAR11 ambience/distantmortar1 distantmortar1, distantmortar2 // Rocket ROCKET0 ambience/steamburst1 ROCKET1 ambience/rocket_groan1 ROCKET2 ambience/rocket_groan2 ROCKET3 ambience/rocket_groan3 ROCKET4 ambience/rocket_groan4 // BASE COMPUTER // C1A0 intercom\ C1A0_START dadeda vox_login //C1A0_0 dadeda (e95) agent(t0) coomer(t0), report to(e70) topside tactical operations center(e100) C1A0_0 doop, you will hear a buzzer, when you hear the buzzer, destroy main computer. buzwarn C1A0_1 dadeda inspection team, to(e70) radioactive materials handling bay(e100) C1A0_2 dadeda (e95) agent sixteen, report to(e70) administration sub level two(e100) C1A0_3 doop (e95) doctor johnson, please call observation tank one(e100) C1A0_4 doop (e95 p96) doctor west(t0), please report to(e70) lambda(s0) reactor complex(e100) C1A0_5 doop (e95) doctor cross, call seven two nine please(e100) C1A0_6 doop (e95) sargeant(s0) bailey(s0), to(e70) topside checkpoint bravo(e100) C1A0_7 dadeda (e95) cryogenic safety crew, report status at eleven hundred please(e100) C1A0_8 dadeda (e95) coded message for captain black, command and(s0 e100 t0) communication center(e100) C1A0_9 dadeda (e95 p102) sector c(e100) science personnel, report to(e70) anomalous materials test lab(e100) C1A0_10 doop (e95 p103) doctor freeman, (e95) to(e70) anomalous materials test lab immediately(e100) C1A0_11 bloop (e95 p98) attention. experimental propulsion lab test fire in(s0 e100 t0) ninety minutes(e100) C1A0_12 bloop (e95 p98) hydro plant now(s0 e100 t0) operating at(s0 e100 t0) sixty percent(e100) C1A0_13 bloop (e95) black mesa topside temperature is ninety three degrees(e100) C1A0_14 bloop (e95) launch officer reports, alpha satellite deploy is(t0 s0 e100) nominal(e100) C1A0_15 bloop (e95) doctor birdwell reports(e95) superconducting interchange is(t0 s0 e100) activated(e100) C1A0_16 bloop (e95 p104) attention. report any security violation, to(e70) administration sub level one(e100) C1A0_17 bloop (e95) attention. service personnel please clear helicopter hangar one(e100) C1A0_18 bloop (e95) shield inspection(s0) crew reports primary reactor nominal(e100) C1A0_19 bloop (e95 p98) transportation control reports all systems on time(e100) C1A0_20 dadeda (e95) doctor victor, report to(e70) supercooled(e100) laser lab please(e100) C1A0_21 dadeda (e95 p104) sargeant guthrie, report to(e70) topside motorpool immediately(e100) C1A0_22 deeoo (e95 p98) uranium shipment inspection team, to(e100) sector d(e100) // C1A1 intercom anomalous materials test lab sector c, coolant resevoir facility sector b C1A1_0 bizwarn bizwarn bizwarn warning, high energy detonation detected in materials lab C1A1_1 buzwarn buzwarn attention, security personnel to sector c immediately C1A1_2 buzwarn buzwarn (p102) warning, unauthorized biological forms detected in sector c C1A1_3 buzwarn buzwarn (p102) warning, unauthorized biological forms detected in coolant maintenance area C1A1_4 bizwarn bizwarn bizwarn any damage control team to sector c immediately C1A1_5 buzwarn buzwarn warning, sector c elevator failure. do not use. C1A1_6 bizwarn bizwarn bizwarn (p102) biohazard warning in sector b and c(p104) C1A1_7 buzwarn buzwarn attention. sector c science personnel evacuate area immediately C1A1_8 buzwarn buzwarn warning, flooding detected on sub level three, sector b C1A1_9 bizwarn bizwarn bizwarn warning, anomalous energy field detected in administration center C1A1_10 deeoo deeoo (p104) attention. any sector c science personnel, please report status C1A1_11 deeoo deeoo (p104) attention. sector c science personnel please report status immediately // C1A2 intercom administration center sector d C1A2_0 deeoo (e95) emergency cleanup team to(e70) biological waste processing plant(e100) C1A2_1 buzwarn buzwarn attention, administration personnel evacuate sector d immediately C1A2_2 deeoo deeoo attention, security personnel to sector d C1A2_3 deeoo (e95) service team, check elevator one(s0 e100 t0), (p100) sector c(e100) C1A2_4 buzwarn buzwarn warning, unauthorized biological forms detected in ventillation system C1A2_5 deeoo (e95 p103) lieutenant backman and cleanup team, to(e70) sub level three(e100) C1A2_6 bizwarn bizwarn bizwarn danger, turret defense systems activated, sector d C1A2_7 deeoo deeoo security officer reports men down in sector d, medical help required C1A2_8 bizwarn bizwarn bizwarn extreme danger, all turret defense systems activated, sector d C1A2_9 deeoo (e95) turret repair personnel, to(e70) high security materials storage area(e100) C1A2_10 deeoo deeoo attention. electric shock hazard detected in administration center C1A2_11 buzwarn buzwarn. security officer reports medical emergency, administration center // C1A3 intercom high security materials storage area sector d C1A3_0 (p130) buzwarn buzwarn (p98 e95) attention. all science personnel report topside for immediate questioning C1A3_1 (p120) buzwarn buzwarn (e95 p100) all personnel evacuate high security materials storage facility C1A3_2 bizwarn bizwarn (e95 p98) emergency uranium containment team, to(e100) sector d(e100) C1A3_3 deeoo (e95) turret maintenance team, to(e70) central command and communication(s0) center(e100) C1A3_4 (p130) buzwarn buzwarn (p98 e95) military personnel, prosecute kilo india lima with extreme force C1A3_5 (p130) bizwarn bizwarn bizwarn (e95 p95) attention. this announcement system now(e100) under military command C1A3_6 (p130) buzwarn buzwarn (p98 e95) search and destroy force bravo, reports secondary objective terminated C1A3_7 (p130) buzwarn buzwarn (p98 e95) bravo force reports hotel sierra mike facility is secured C1A3_8 (p130) bizwarn bizwarn (p100 t15 e95) attention. all military personnel, atomic biological chemical alert C1A3_9 (p130) bizwarn bizwarn (p100 t15 e95) attention. all military personnel, extreme atomic biological chemical alert C1A3_10 (p110) bizwarn bizwarn bizwarn (e95 p95) attention. black mesa announcement system now(e100) under military command C1A3_warn (p120) buzwarn buzwarn (p100 t15) attention. security lockout alert. security door will engage. C1A3_lock (p120) bizwarn bizwarn (p98 t15) security door engaged, five, buzwarn(p130), four, buzwarn(p130), three, buzwarn(p130), two, buzwarn(p130), one, buzwarn(p130), lockout activated // C1A4 intercom experimental propulsion labs silo d C1A4_0 buzwarn buzwarn. attention. experimental rocket test fire disengaged. C1A4_1 deeoo (e95) repair crew report to(e70) track control, sector e(e100) C1A4_2 deeoo (e95) maintenance team blue(p100 t0 s0 e100), check heat exchange coolant level(e100) C1A4_3 deeoo (e95) maintenance team green, check voltage(e100) on cable seven two nine(e100) C1A4_4 (p130) buzwarn buzwarn (p98 e95) medical team to materials storage facility, team bravo reports men down C1A4_5 (p130) buzwarn buzwarn (p98 e95) alpha force move out, science personnel resistance extreme C1A4_6 (p130) buzwarn buzwarn (p98 e95) attention. all black mesa security personnel wanted for immediate questioning C1A4_7 (p130) buzwarn buzwarn (p98 e95) attention. gordon freeman report to military personnel for immediate security check C1A4_8 buzwarn buzwarn (p102) warning, hostile biological forms detected in track control sector e FUEL_OFF fuel and power must be engaged to activate rocket test fire // C2A1 intercom track control sector e C2A1_0 buzwarn buzwarn. warning. track power failure. check lower level power plant. C2A1_1 deeoo (e95) maintenance team yellow, please(s0 e100) service relay three hundred ninety four(e100) C2A1_2 (p130) dadeda (p98 e95) attention. gordon freeman report to military personnel for immediate security check C2A1_3 (p130) buzwarn buzwarn (p98 e95) delta team reports launch control secured C2A1_4 bizwarn bizwarn bizwarn danger, turret defense systems activated, silo e C2A1_5 deeoo sector e track control please report status C2A1_6 (p130) buzwarn buzwarn (p98 e95) echo force reports perimeter breach, sector e C2A1_7 (p130) buzwarn buzwarn (p98 e95) attention, search and destroy force go to code three. eliminate all biological forms. C2A1_8 bizwarn bizwarn danger, unauthorized detonation detected in experimental propulsion lab POWER_OFF buzwarn main power is not on POWER_ON deeoo main power is on // C2A2 intercom launch control silo e C2A2_0 buzwarn buzwarn. attention, clear silo e launch area immediately C2A2_1 deeoo (e95) containment inspection team, to(e70) advanced biological research lab(e100) C2A2_2 (p130) buzwarn buzwarn (p98 e95) medical team to sector e, echo team has men down C2A2_3 (p130) buzwarn buzwarn (p98 e95) alert, military personnel authorized to prosecute gordon freeman with extreme force C2A2_3 (p130) buzwarn buzwarn (p98 e95) alert, military personnel, you are authorized to shoot the renegade on sight C2A2_4 (p130) buzwarn buzwarn (p98 e95) alert, squad in silo e, freeman may be operating inside your perimeter C2A2_5 deeoo deeoo launch control train activity detected C2A2_6 (p130) buzwarn buzwarn (p98 e95) medical team to sector e, echo team squad failed to reach checkpoint C2A2_7 deeoo deeoo satellite rocket loading bay reports status green C2A2_launch (p50) deeoo deeoo deeoo (p100) satellite launch system activated. five deeoo(p50) four deeoo(p51) three deeoo(p52) two deeoo(p53) one deeoo(p54) launch is go // C2A3 observation tank1, 2. cryogenic system // silent // C2A4 intercom bio waste processing plant. advanced biological research lab C2A4_0 buzwarn buzwarn warning. emergency containment system activated C2A4_1 bizwarn bizwarn. alert. biological containment breach detected C2A4_2 bizwarn bizwarn. warning, biological sterilization system activated C2A4_3 (p130) buzwarn buzwarn (p98 e95) attention, hostile alien military force detected, advanced biological research lab C2A4_4 (p130) buzwarn buzwarn (p98 e95) search and destroy force reports back up required, engaged with extreme resistance C2A4_5 (p130) buzwarn buzwarn (p98 e95) topside containment force alert, hostile alien military force detected C2A4_6 deeoo deeoo high power laser status is green C2A4_7 bizwarn bizwarn, alien containment system failure, use sterilization chamber C2A4_8 bizwarn bizwarn attention. all topside military personnel clear helicopter hangar four C2A4_9 bizwarn bizwarn, hostile alien breach, topside checkpoint alpha, checkpoint delta C2A4_10 (p130) buzwarn buzwarn (p98 e95) alert topside containment force, use any force to prosecute gordon freeman. you are authorized to shoot on sight. C2A4_11 (p130) buzwarn buzwarn (p98 e95) alert topside containment force, freeman may approach your perimeter C2A4_12 (p105) gordon, all science personnel will be terminated until you surrender C2A4_ster bizwarn bizwarn sterilization system activated // C2A5 intercom tactical operations center, motorpool, armory, hydro plant, checkpoint alpha/bravo/delta, barracks, hangars // silent // C3A1 intercom central command and communications C3A1_0 buzwarn buzwarn warning primary antenna failure detected C3A1_1 (p130) buzwarn buzwarn (p98 e95) clear topside motorpool for emergency medical helicopter C3A1_2 (p130) buzwarn buzwarn (p98 e95) warning, topside armory security bypass detected C3A1_3 bizwarn bizwarn warning, radiation leak detected in primary antenna area C3A1_4 (p130) buzwarn buzwarn (p98 e95) search and destroy force kilo, central command reports hostile alien force inside perimeter C3A1_5 (p130) buzwarn buzwarn (p98 e95) message for gordon freeman, you will not escape this time C3A1_6 (p130) buzwarn buzwarn (p98 e95) attention all units, renegade freeman is now your primary target C3A1_7 (p130) buzwarn buzwarn (p98 e95) alert remaining containment force, freeman may have experimental weapon C3A1_8 (p130) buzwarn buzwarn (p98 e95) all personnel evacuate lambda complex, extreme dimensional malfunction detected C3A1_9 bizwarn bizwarn fire control team to topside armory, checkpoint delta, topside hydro plant // C3A2 intercom lambda reactor complex.main reactor facility. radioactive materials handling bay C3A2_0 bizwarn bizwarn warning, cross dimensional power field activity detected C3A2_1 bizwarn bizwarn warning, unauthorized biological force detected in cross dimensional power field C3A2_2 (p130) buzwarn buzwarn (p98 e95) all personnel evacuate lambda complex, extreme dimensional malfunction detected C3A2_3 bizwarn bizwarn bizwarn, unauthorized activity detected in main reactor core C3A2_4 bizwarn bizwarn, danger, high energy exchange detected in radioactive materials handling bay C3A2_5 bizwarn bizwarn, biological force detected in primary coolant system C3A2_6 (p120) bizwarn bizwarn, (p100) lambda complex reports dimensional contamination C3A2_7 bizwarn bizwarn, lambda complex reports dimensional containment system failure C3A2_target bloop(p150) bloop(p150) satellite target system, engaged C3A2_portal bizwarn(p80) bizwarn(p80) bizwarn(p80) warning, cross(e80) dimensional portal device power level is one hundred twenty percent C3A2_core bizwarn bizwarn bizwarn, attention lambda complex personnel, primary core activated // bloop dadeda deeoo doop bizwarn buzwarn grr1 grr2 // countdown CTR0 zero CTR1 one CTR2 two CTR3 three CTR4 four CTR5 five //CTR6 six //CTR7 seven //CTR8 eight //CTR9 nine CTR10 ten seconds left //CTR11 eleven //CTR12 twelve //CTR13 thirteen //CTR14 fourteen //CTR15 fifteen seconds left //CTR16 sixteen //CTR17 seventeen //CTR18 eighteen //CTR19 nineteen //CTR20 twenty seconds left CTR30 thirty seconds left CTR60 vox/doop one minute remaining CTR180 vox/doop three minutes remaining CTR300 vox/doop five minutes remaining CTR600 vox/doop ten minutes remaining // doors, general NA0 access denied NA1 grr2 grr2 grr2 access is denied NA2 grr2 unauthorized access NA3 grr2 illegal access NA4 grr2 this door is locked NA5 grr2 no unauthorized personnel NA6 grr2 entry forbidden NA7 grr2 entry not permitted NA8 grr2 you do not have access to this facility NA9 grr2 (p102) sorry, you may not enter NA10 grr2 (p102) sorry, this door is locked NA11 grr2 (p102) please, move away from door NA12 grr2 (p103) you will not get (p105)in NA13 grr2 (p103) entry is not an option NA14 grr2 (p104) will we do this all (p96) day NA15 grr2 (p104) move on immediately NA16 grr2 (p105) no, no, and no(p80) EA0 grr1 access granted EA1 grr1 access permitted EA2 grr1 entry granted EA3 grr1 entry permitted EA4 grr1 access authorized EA5 grr1 entry is permitted EA6 grr1 access authorized EA7 grr1 access to facility, granted EA8 grr1 access granted EA9 grr1 ok access granted // doors, security lockout ND0 grr2 security lock is engaged ND1 grr2 secure area, no entry ND2 grr2 security lockout, no entry ND3 grr2 secure door, no entry ND4 grr2 security system in force ND5 grr2 security system armed, no entry ND6 grr2 door is secured ND7 grr2 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 NF2 the blast containment shield is down EF0 emergency blast door, open EF1 emergency blast shield, deactivated EF2 blast containment shield is, open // fire door NFIRE0 grr2 grr2 grr2, fire containment door is down EFIRE0 fire containment door, open // chemical door NCHEM0 grr2 chemical leak containment door activated ECHEM0 chemical leak containment door, open // radiation door NRAD0 grr2 radiation containment door activated ERAD0 radiation containment door, open // generic containment door NCON0 grr2 emergency containment door engaged ECON0 emergency containment door disengaged // broken locked door NG0 grr2 grr2 grr2, door is inoperative NG1 alarm, door damage detected NG2 grr1 grr1 grr1, warning, door damage detected // 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 // HEV Suit // powerup HEV_AAx fvox/xelectric, bell, hev_logon, powerarmor_on, atmospherics_on, vitalsigns_on, automedic_on, weaponselect_on, munitionview_on, communications_on, safe_day HEV_A0 fvox/bell, hev_logon HEV_A1 fvox/blip blip(p130) powermove_on //HEV_A2 fvox/blip blip powerarmor_on //HEV_A3 fvox/blip blip(p130) atmospherics_on //HEV_A4 fvox/blip blip vitalsigns_on boop, boop, boop //HEV_A5 fvox/blip blip(p130) munitionview_on //HEV_A6 fvox/blip blip communications_on //HEV_A7 fvox/blip blip(p70) weaponselect_on //HEV_A8 fvox/blip blip(p70) automedic_on //HEV_A9 fvox/fuzz power_level_is onehundred percent //HEV_A10 fvox/safe_day, bell // medical HEV_DEAD0 fvox/beep beep, beep beep, beep, beep, flatline HEV_DEAD1 fvox/beep beep, beep beep, beep, flatline HEV_MED0 fvox/(p140) boop, boop, boop, (p100) innsufficient_medical HEV_MED1 fvox/(p140) boop, boop, boop, (p100) automedic_on HEV_MED2 fvox/(p140) boop, boop, boop, (p100) administering_medical HEV_HEAL0 fvox/(p140) boop, boop, boop, (p100) wound_sterilized, blip(p130 v50), blip(p130 v40), hiss, morphine_shot HEV_HEAL1 fvox/(p140) boop, boop, boop, (p100) torniquette_applied, bleeding_stopped HEV_HEAL2 fvox/(p140) boop, boop, boop, (p100) bleeding_stopped HEV_HEAL3 fvox/(p140) boop, boop, boop, (p100) blood_plasma HEV_HEAL4 fvox/(p140) boop, boop, boop, (p100) hiss, antitoxin_shot HEV_HEAL5 fvox/(p140) boop, boop, boop, (p100) hiss, antidote_shot HEV_HEAL6 fvox/(p140) boop, boop, boop, (p100) hiss, wound_sterilized HEV_HEAL7 fvox/(p140) boop, boop, boop, (p100) hiss, morphine_shot HEV_HEAL8 fvox/(p140) boop, boop, boop, (p100) medical_repaired HEV_DMG0 fvox/(p160) boop, boop, boop, (p100) minor_lacerations HEV_DMG1 fvox/(p160) boop, boop, boop, (p100) major_lacerations HEV_DMG2 fvox/(p160) boop, boop, boop, (p100) internal_bleeding HEV_DMG3 fvox/(p160) boop, boop, boop, (p100) blood_toxins HEV_DMG4 fvox/(p160) boop, boop, boop, (p100) minor_fracture HEV_DMG5 fvox/(p160) boop, boop, boop, (p100) major_fracture HEV_DMG6 fvox/(p160) boop, boop, boop, (p100) blood_loss HEV_DMG7 fvox/(p140) boop, boop, boop, (p100) seek_medic HEV_HLTH0 fvox/(p120) beep, beep, (p100) health_dropping HEV_HLTH1 fvox/(p120) beep, beep, (p100) health_dropping2 HEV_HLTH2 fvox/(p120) beep, beep, beep, (p100) health_critical HEV_HLTH3 fvox/(p120) beep, beep, beep, (p100) near_death HEV_HLTH4 fvox/(p140) beep, beep, (p100) health_dropping2, evacuate_area HEV_HLTH5 fvox/(p140) beep, beep, beep, (p100) health_critical, evacuate_area HEV_HLTH6 fvox/(p140) beep, beep, beep, (p100) near_death, evacuate_area immediately HEV_SHOCK fvox/(p120) beep, beep, (p100) warning, shock_damage HEV_FIRE fvox/(p120) beep, beep, (p100) warning, heat_damage // items //HEV_AIM_ON fvox/targetting_system activated //HEV_AIM_OFF fvox/targetting_system deactivated //HEV_BATTERY fvox/blip get_battery acquired //HEV_MEDKIT fvox/blip get_medkit(v80) // time //HEV_C1t fvox/bell time_is_now one AM //HEV_C13t fvox/bell time_is_now one PM // power levels HEV_D00 fvox/fuzz fuzz(p130), power_restored HEV_D01 fvox/fuzz fuzz(p80), hev_shutdown HEV_0P fvox/fuzz fuzz, power_below five percent HEV_1P fvox/fuzz fuzz, power_restored(e30), ten percent HEV_2P fvox/fuzz fuzz, power_restored(e30), fifteen percent HEV_3P fvox/fuzz fuzz, power_restored(e30), twenty percent HEV_4P fvox/fuzz fuzz, power_restored(e30), twenty five percent HEV_5P fvox/fuzz fuzz, power_restored(e30), thirty percent HEV_6P fvox/fuzz fuzz, power_restored(e30), thirty five percent HEV_7P fvox/fuzz fuzz, power_restored(e30), fourty percent HEV_8P fvox/fuzz fuzz, power_restored(e30), fourty five percent HEV_9P fvox/fuzz fuzz, power_restored(e30), fifty percent HEV_10P fvox/fuzz fuzz, power_restored(e30), fifty five percent HEV_11P fvox/fuzz fuzz, power_restored(e30), sixty percent HEV_12P fvox/fuzz fuzz, power_restored(e30), sixty five percent HEV_13P fvox/fuzz fuzz, power_restored(e30), seventy percent HEV_14P fvox/fuzz fuzz, power_restored(e30), seventy five percent HEV_15P fvox/fuzz fuzz, power_restored(e30), eighty percent HEV_16P fvox/fuzz fuzz, power_restored(e30), eighty five percent HEV_17P fvox/fuzz fuzz, power_restored(e30), ninety percent HEV_18P fvox/fuzz fuzz, power_restored(e30), ninety five percent HEV_19P fvox/fuzz fuzz, power_level_is onehundred percent // weapon/ammo HEV_AMO0 fvox/blip ammo_depleted // suit HEV_V0 fvox/blip, voice_on HEV_V1 fvox/blip, voice_off HEV_E0 fvox/buzz buzz, armor_gone HEV_E1 fvox/buzz, armor_gone HEV_E2 fvox/buzz, hev_critical_fail HEV_E3 fvox/buzz, hev_general_fail HEV_E4 fvox/buzz, hev_damage HEV_E5 fvox/buzz, powermove_overload // time remaining countdown //HEV_F10t fvox/bell time_remaining ten seconds //HEV_F15t fvox/bell time_remaining fifteen seconds //HEV_F20t fvox/bell time_remaining twenty seconds //HEV_F30t fvox/bell time_remaining thirty seconds // detections HEV_DET0 fvox/blip blip blip, biohazard_detected HEV_DET1 fvox/blip blip blip, chemical_detected HEV_DET2 fvox/blip(p110) blip(p110) blip(p110), radiation_detected, evacuate_area HEV_DET3 fvox/blip blip blip, bio_reading HEV_DET4 fvox/blip blip blip, antitoxin_shot(e50), onehundred percent HEV_DET5 fvox/blip blip blip, antitoxin_shot(e25) radiation_detected(e50), onehundred percent //HEV_GR0r fvox/range twenty meters(t60) //HEV_GR1r fvox/range nineteen meters //HEV_GR2r fvox/range eighteen meters // pickups W_CROWBAR fvox/fuzz weapon_pickup W_9MMHANDGUN fvox/fuzz get_pistol W_357 fvox/fuzz get_44pistol W_9MMAR fvox/fuzz get_assault W_CHEMGUN fvox/fuzz automatic energy- projectile- weapon W_CROSSBOW fvox/fuzz get_crossbow W_SHOTGUN fvox/fuzz get_shotgun W_RPG fvox/fuzz get_rpg W_GAUSS fvox/fuzz get_gauss W_EGON fvox/fuzz get_egon W_HORNETGUN fvox/fuzz toxin- projectile- weapon W_HANDGRENADE fvox/fuzz get_grenade W_TRIPMINE fvox/fuzz get_tripmine W_SATCHEL fvox/fuzz get_satchel W_SNARK fvox/fuzz get_alien_wpn W_DLAUNCHER fvox/fuzz unidentified- projectile- weapon W_GLAUNCHER fvox/fuzz automatic grenade- launcher W_ALAUNCHER fvox/fuzz chemical- projectile- launcher W_SWORD fvox/fuzz weapon_pickup W_SNIPERRIFLE fvox/fuzz weapon_pickup W_STRTARGET fvox/fuzz remote- demolition- unit W_PLASMA fvox/fuzz plasma projectile- weapon W_FLAME fvox/fuzz fire projectile- weapon W_DISPLACER fvox/fuzz self- -guided energy- projectile- launcher W_BEAMRIFLE fvox/fuzz experimental energy- weapon W_BHG fvox/fuzz experimental energy- projectile- weapon //W_REMOTECONTROL fvox/fuzz remote- weapon //W_CUSTOM1 fvox/fuzz weapon_pickup //W_CUSTOM2 fvox/fuzz weapon_pickup W_UNKNOWN fvox/fuzz weapon_pickup // HUMAN GRUNTS // Player Alert HG_ALERT0 hgrunt/(t30) squad!, we!(e80) got!(e80) hostiles!(t20 p105), clik(p110) HG_ALERT1 hgrunt/clik(p110) target! clik fire! clik HG_ALERT2 hgrunt/clik movement! clik call! charlie! HG_ALERT3 hgrunt/(t40) shit!(t20), (t50) we! got! hostiles! clik HG_ALERT4 hgrunt/(t20) clik squad!, neutralize!(e90) freeman! clik HG_ALERT5 hgrunt/(t30) clik clik target is here clik(p120) HG_ALERT6 hgrunt/clik we! got! shit! clik HG_ALERT7 hgrunt/clik oh! yeah! clik HG_ALERT8 hgrunt/clik kick! this! sucker! clik HG_ALERT9 hgrunt/clik a!, mister! clik // Monster Alert HG_MONST0 hgrunt/clik(p110) (t50) creeps!(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) HG_MONST4 hgrunt/clik alien!, ass! clik HG_MONST5 hgrunt/clik weird shit, my sector clik HG_MONST6 hgrunt/clik uhh, kick! some! creeps! clik HG_MONST7 hgrunt/clik alien! sucker! clik fire! clik // 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 // See grenade HG_GREN0 hgrunt/clik(p120) grenade! clik HG_GREN1 hgrunt/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) hot! shit! clik HG_GREN5 hgrunt/clik oh! no! clik HG_GREN6 hgrunt/clik oh! mother! clik // Throw grenade HG_THROW0 hgrunt/clik(p120) (t40) fire!(e90) in!(e90) the!(e60) ass! hole!(e100) clik HG_THROW1 hgrunt/clik(t30) take!(e75) this!(e100 t0) clik, sucker clik HG_THROW2 hgrunt/clik(t35) fire in the(e50) ass(e90) hole clik(p120) HG_THROW3 hgrunt/clik sucker!, you! will! blow! clik HG_THROW4 hgrunt/clik clik blow! that!(e90) ass! clik clik HG_THROW5 hgrunt/clik take! this!(e90) shit! clik HG_THROW6 hgrunt/clik I!(e90) will!(e90) blow! your!(e90) ass! clik HG_THROW7 hgrunt/clik blow! that!(e90) bastard! clik HG_THROW8 hgrunt/clik take! some! shit! clik HG_THROW9 hgrunt/clik blow! that!(e90) sucker! 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 HG_TAUNT6 hgrunt/clik you got shit clik HG_TAUNT7 hgrunt/clik oh!(p95 e90) yeah clik HG_TAUNT8 hgrunt/clik sucker! clik // Charge HG_CHARGE0 hgrunt/clik move! your!(e90) ass! clik(p120) HG_CHARGE1 hgrunt/clik (p110) (t40) move!(e75) in! clik HG_CHARGE2 hgrunt/clik that!(e90) sucker! is!(e90) here! clik(p120) HG_CHARGE3 hgrunt/clik lets! go! clik(p120) HG_CHARGE4 hgrunt/clik we!(e80) will!(e75) kick!(e80) your!(e75) ass! clik HG_CHARGE5 hgrunt/clik kick! that ass clik HG_CHARGE6 hgrunt/clik go!(e90) go!(e90) go! clik HG_CHARGE7 hgrunt/clik eliminate that! bastard! clik HG_CHARGE8 hgrunt/clik move! your!(e90) ass! clik(p120) // Idle HG_IDLE0 hgrunt/gr_idle1 HG_IDLE1 hgrunt/gr_idle2 HG_IDLE2 hgrunt/gr_idle3 HG_IDLE3 hgrunt/clik damn i am hot clik HG_IDLE4 hgrunt/clik i am heavy bastard clik HG_IDLE5 hgrunt/clik thissuxx clik HG_IDLE6 hgrunt/clik no sign of creeps here clik HG_IDLE7 hgrunt/clik uhh, i have some shit clik HG_IDLE8 hgrunt/clik i! need! heavy! shit! clik HG_IDLE9 hgrunt/clik check radio, uhh, clik clik clik clik, uhh, clik(p105) clik(p105) clik(p105) clik(p105), radio! ok! // Random question 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) squad, stay(e80) alert(e80) four creeps, over clik HG_QUEST11 hgrunt/clik i! need! radio! clik clik // Random answer 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_ANSWER7 hgrunt/clik you are weird clik(p120) HG_ANSWER8 hgrunt/clik yes! clik(p120) HG_ANSWER9 hgrunt/clik ok! uhh, shit clik(p120) 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(p120) (t30) sir, uhh, zero movement, over clik 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_HEAR0 hgrunt/clik (t30) check! out! that! shit! clik HG_HEAR1 hgrunt/clik (t30) I check over there, clik HG_HEAR2 hgrunt/clik (t30) I here something, clik(p130) HG_HEAR3 hgrunt/clik (t30) I! here! something!, clik(p130) HG_HEAR4 hgrunt/clik (t30) I check that shit clik // narrative HG_SNOOP1A hgrunt/c2a2_hg_chat1a HG_SNOOP2A hgrunt/c2a2_hg_chat2a HG_SNOOP3A hgrunt/c2a2_hg_chat3a HG_SNOOP4A hgrunt/c2a2_hg_chat4a HG_SNOOP5A hgrunt/c2a2_hg_chat5a HG_DRAG1A hgrunt/c2a3_hg_1drag HG_DRAG2A hgrunt/c2a3_hg_2drag HG_DRAG3A hgrunt/c2a3_hg_3drag HG_DRAG4A hgrunt/c2a3_hg_4drag HG_DRAG5A hgrunt/c2a3_hg_5drag HG_DRAG6A hgrunt/c2a3_hg_laugh HG_SUCKS hgrunt/hg_sucks HG_CIVVIES hgrunt/hg_civvies //HOLOGRAM //XDM3035c: these are now fixed by map configs HOLO_3JUMPS holo/tr_holo_3jumps HOLO_BREAKBOX holo/tr_holo_breakbox HOLO_BREATH holo/tr_holo_breath HOLO_BUTTON holo/tr_holo_button HOLO_CHARGER holo/tr_holo_charger HOLO_COMMENCING holo/tr_holo_commencing HOLO_CONGRATS holo/tr_holo_congrats HOLO_DONE holo/tr_holo_done HOLO_DROWN holo/tr_holo_drown HOLO_DUCK holo/tr_holo_duck HOLO_FALLSHORT holo/tr_holo_fallshort HOLO_FANTASTIC holo/tr_holo_fantastic HOLO_FLASHLIGHT holo/tr_holo_flashlight HOLO_GREATWORK holo/tr_holo_greatwork HOLO_GRENADE holo/tr_holo_grenade HOLO_HITALL holo/tr_holo_hitall HOLO_INJURY holo/tr_holo_injury HOLO_INTRO holo/tr_holo_intro HOLO_JDUCK holo/tr_holo_jduck HOLO_JUMP holo/tr_holo_jump HOLO_JUMPDOWN holo/tr_holo_jumpdown HOLO_JUMPGAP holo/tr_holo_jumpgap HOLO_KEEPTRYING holo/tr_holo_keeptrying HOLO_LADDER holo/tr_holo_ladder HOLO_LEADGUARD holo/tr_holo_leadguard HOLO_LIGHTOFF holo/tr_holo_lightoff HOLO_LONGJUMP holo/tr_holo_longjump HOLO_MEDKIT holo/tr_holo_medkit HOLO_MOVE holo/tr_holo_move HOLO_NICEJOB holo/tr_holo_nicejob HOLO_PIPEDUCK holo/tr_holo_pipeduck HOLO_PULLBOX holo/tr_holo_pullbox HOLO_PUSHBOX holo/tr_holo_pushbox HOLO_RADIATION holo/tr_holo_radiation HOLO_RETRY holo/tr_holo_retry HOLO_RUNSTART holo/tr_holo_runstart HOLO_SPINBRIDGE holo/tr_holo_spinbridge HOLO_STARTLIFT holo/tr_holo_startlift HOLO_STEAM holo/tr_holo_steam HOLO_TARGET holo/tr_holo_target HOLO_TRYAGAIN holo/tr_holo_tryagain HOLO_USETRAIN holo/tr_holo_usetrain // GMAN // c1a0 narrative GM_1MUMBLE gman/gman_mumble1 GM_2MUMBLE gman/gman_mumble2 GM_3MUMBLE gman/gman_mumble3 GM_4MUMBLE gman/gman_mumble4 GM_5MUMBLE gman/gman_mumble5 GM_6MUMBLE gman/gman_mumble6 // c5 narrative //GM_OFFER gman/gman_offer [long version: what follows is chopped into sections] GM_SUIT gman/gman_suit GM_NASTY gman/gman_nasty GM_POTENTIAL gman/gman_potential GM_STEPIN gman/gman_stepin GM_OTHERWISE gman/gman_otherwise GM_1CHOOSE gman/gman_choose1 GM_2CHOOSE gman/gman_choose2 GM_WISE gman/gman_wise GM_REGRET gman/gman_noreg GM_WONTWORK gman/gman_nowork // Alien slave SLV_IDLE0 aslave/slv_word1 slv_word2 SLV_IDLE1 aslave/slv_word2 slv_word3(p95) SLV_IDLE2 aslave/slv_word3 slv_word4 SLV_IDLE3 aslave/slv_word4 slv_word5 slv_word5(p90) SLV_IDLE4 aslave/slv_word2(p110) slv_word6 slv_word7 slv_word3 SLV_IDLE5 aslave/slv_word6 slv_word7 slv_word2 SLV_IDLE6 aslave/slv_word7 slv_word8 slv_word3 SLV_IDLE7 aslave/slv_word8 slv_word1 slv_word8 slv_word8(p95) SLV_IDLE8 aslave/slv_word1(p115) slv_word6 SLV_IDLE9 aslave/slv_word3 slv_word3(p90) //SLV_IDLE10 aslave/slv_word7(p85) SLV_ALERT0 aslave/(p105) slv_alert1 slv_word2 SLV_ALERT1 aslave/(p105) slv_word8 slv_word8 slv_word8 slv_word5 SLV_ALERT2 aslave/(p105) slv_alert4 slv_word4 slv_alert3 SLV_ALERT3 aslave/(p108) slv_alert1 slv_word5 SLV_ALERT4 aslave/(p108) slv_word5(p110) slv_word8 slv_word8 SLV_ALERT5 aslave/(p108) slv_alert4 slv_word7 slv_alert1 // BARNEY BA_HELLO0 barney/hellonicesuit BA_HELLO1 barney/howdy BA_HELLO2 barney/howyoudoing BA_HELLO3 barney/heybuddy BA_HELLO4 barney/heyfella // before the disaster BA_PHELLO0 barney/heybuddy BA_PHELLO1 barney/howdy BA_PHELLO2 barney/howyoudoing BA_PHELLO3 barney/mrfreeman BA_OK0 barney/letsgo BA_OK1 barney/teamup1 BA_OK2 barney/teamup2 BA_OK3 barney/dobettertogether BA_OK4 barney/imwithyou BA_OK5 barney/gladtolendhand BA_OK6 barney/letsmoveit BA_OK7 barney/yessir, burp, yup BA_POK0 barney/ba_post BA_POK1 barney/ba_duty BA_POK2 barney/ba_raincheck BA_POK3 barney/ba_later 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_WAIT6 barney/waitin // barney can't follow you BA_STOP0 barney/stop1 BA_STOP1 barney/stop2 BA_STOP2 barney/stophere // player is staring at barney BA_STARE0 barney/yup BA_STARE1 barney/thinking BA_STARE2 barney/howyoudoing BA_STARE3 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/crewdied BA_QUESTION11 barney/thinking BA_QUESTION12 barney/missingleg BA_PQUEST0 barney/bigplace BA_PQUEST1 barney/thinking BA_PQUEST2 barney/whatgood BA_PQUEST3 barney/fart BA_PQUEST4 barney/burp yup // answers for any questions 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 BA_ANSWER22 barney/icanhear 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/survive BA_IDLE9 barney/badarea BA_IDLE10 barney/stophere BA_PIDLE0 barney/fart BA_PIDLE1 barney/burp BA_PIDLE2 barney/coldone 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_ATTACK6 barney/eatthis BA_HEAR0 barney/hearsomething BA_HEAR1 barney/hearsomething2 BA_HEAR2 barney/youhearthat BA_HEAR3 barney/somethingmoves BA_HEAR4 barney/bequiet BA_SMELL0 barney/somethingdied BA_SMELL1 barney/somethingstinky BA_SMELL2 barney/stench BA_SMELL3 barney/ambush BA_CUREA barney/checkwounds BA_CUREB barney/youneedmedic BA_CUREC barney/realbadwound BA_FEAR0 barney/soundsbad BA_FEAR1 barney/badfeeling 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 BA_SHOT6 barney/ba_shot4 BA_SHOT7 barney/ba_shot5 //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 // Player dies BA_PLDEAD0 barney/c1a2_ba_4zomb // 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 //scripted_sentences //c1a0 scripts BA_LATE barney/c1a0_ba_late BA_HEADDOWN barney/c1a0_ba_headdown BA_DESK barney/c1a0_ba_desk BA_BUTTON barney/c1a0_ba_button BA_HEVNO barney/c1a0_ba_hevno BA_HEVYES barney/c1a0_ba_hevyes //c1a1 scripts BA_GLAD barney/c1a1_ba_glad //c1a2 scripts BA_BULLSQUID barney/c1a2_ba_bullsquid BA_ZOMBIE2 barney/c1a2_ba_2zomb BA_ZOMBIE4 barney/c1a2_ba_4zomb BA_CLIMB barney/c1a2_ba_climb BA_SLEW barney/c1a2_ba_slew BA_SURFACE barney/c1a2_ba_surface BA_TOPSIDE barney/c1a2_ba_top BA_GOFORIT barney/c1a2_ba_goforit //c1a4 scripts BA_WHISPER barney/c1a4_ba_wisp BA_TENTACLE barney/c1a4_ba_octo1 //c2a1 scripts BA_HUB1A barney/c2a1_ba_hub1a BA_HUB2A barney/c2a1_ba_hub2a BA_AGAIN barney/c2a1_ba_again //c2a2 scripts BA_LAUNCH barney/c2a2_ba_launch //c2a3 scripts BA_ASSN barney/c2a3_ba_assn //c2a4 scripts BA_LONGNITE barney/c2a4_ba_longnite BA_STERIL barney/c2a4_ba_steril BA_TEACH barney/c2a4_ba_teach BA_ARG1A barney/c2a4_ba_arg1a BA_ARG2A barney/c2a4_ba_arg3a BA_ARG3A barney/c2a4_ba_arg5a BA_TAU1A barney/c2a4_ba_1tau BA_TAU3A barney/c2a4_ba_3tau BA_TAU5A barney/c2a4_ba_5tau BA_ALIVE barney/c2a4_ba_alive //c2a5 scripts BA_LETMEOUT barney/c2a5_ba_letout BA_RPG barney/c2a5_ba_rpg BA_HELPME barney/c2a5_ba_helpme BA_SNIPED barney/c2a5_ba_sniped //c3a2 scripts BA_SURVEY2A barney/c3a2_ba_2surv BA_SURVEY4A barney/c3a2_ba_4surv BA_SURVEY6A barney/c3a2_ba_6surv BA_SURVEY8A barney/c3a2_ba_8surv BA_PORTSTAY barney/c3a2_ba_stay BA_EVERSEEN barney/youeverseen // SCIENTIST 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 // predisaster 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_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/alright SC_OK8 scientist/agree1 SC_OK9 scientist/agree2 SC_OK10 scientist/yesihope // 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 SC_POK5 scientist/disagree1 SC_POK6 scientist/disagree2 SC_POK7 scientist/disagree3 SC_POK8 scientist/disagree4 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 SC_STOP4 scientist/waithere // player is staring at scientist SC_STARE0 scientist/yees SC_STARE1 scientist/areyouthink SC_STARE2 scientist/noidea 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_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 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_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_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_NOGO scientist/dontgothere SC_PLDEAD0 scientist/nooo 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/heal3 SC_HEAL3 scientist/heal4 SC_HEAL4 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_SCARED0 scientist/whatyoudoing SC_SCARED1 scientist/stopattacking SC_SCARED2 scientist/youinsane // 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 //narrative audio SC_1MUMBLE scientist/c1a0_sci_mumble SC_DISA scientist/c1a0_sci_disa SC_DIS1A scientist/c1a0_sci_dis1a SC_DIS1B scientist/c1a0_sci_dis1b SC_DIS1C scientist/c1a0_sci_dis1c SC_DIS1D scientist/c1a0_sci_dis1d SC_DIS2A scientist/c1a0_sci_dis2a SC_DIS3A scientist/c1a0_sci_dis3a SC_DIS4A scientist/c1a0_sci_dis4a SC_DIS5A scientist/c1a0_sci_dis5a SC_DIS6A scientist/c1a0_sci_dis6a SC_DIS7A scientist/c1a0_sci_dis7a SC_DIS8A scientist/c1a0_sci_dis8a SC_DIS9A scientist/c1a0_sci_dis9a SC_DIS10A scientist/c1a0_sci_dis10a SC_DIS11A scientist/c1a0_sci_dis11a SC_DIS12A scientist/c1a0_sci_dis12a SC_DIS13A scientist/c1a0_sci_dis13a SC_DIS14A scientist/c1a0_sci_dis14a SC_DIS15A scientist/c1a0_sci_dis15a SC_DIS16A scientist/c1a0_sci_dis16a SC_DIS17A scientist/c1a0_sci_dis17a SC_GETAWAY scientist/c1a0_sci_getaway SC_GMORN scientist/c1a0_sci_gm SC_BIGDAY scientist/c1a0_sci_bigday SC_SAMPLE scientist/c1a0_sci_samp SC_NOTTHAT scientist/c1a0_sci_desk SC_LOCK1A scientist/c1a0_sci_lock1a SC_LOCK2A scientist/c1a0_sci_lock2a SC_LOCK3A scientist/c1a0_sci_lock3a SC_LOCK4A scientist/c1a0_sci_lock4a SC_LOCK5A scientist/c1a0_sci_lock5a SC_LOCK6A scientist/c1a0_sci_lock6a SC_LOCK7A scientist/c1a0_sci_lock7a SC_LOCK8A scientist/c1a0_sci_lock8a SC_LOCK9A scientist/c1a0_sci_lock9a SC_CRIT1A scientist/c1a0_sci_crit1a SC_CRIT2A scientist/c1a0_sci_crit2a SC_CRIT3A scientist/c1a0_sci_crit3a SC_CTRL1A scientist/c1a0_sci_ctrl1a SC_CTRL2A scientist/c1a0_sci_ctrl2a SC_CTRL3A scientist/c1a0_sci_ctrl3a SC_CTRL4A scientist/c1a0_sci_ctrl4a SC_CONSOLE1A scientist/c1a1_sci_1scan SC_CONSOLE2A scientist/c1a1_sci_2scan SC_CONSOLE3A scientist/c1a1_sci_3scan SC_CONSOLE4A scientist/c1a1_sci_4scan SC_CONSOLE4B hc2/c1a1_sci_4scan_short SC_CONSOLE5A scientist/c1a1_sci_5scan SC_CONSOLERPT scientist/c1a1_sci_scanrpt SC_STAYBACK scientist/c1a0_sci_stayback //c1a2scripts SC_ZOMBIE1A scientist/c1a2_sci_1zomb SC_ZOMBIE3A scientist/c1a2_sci_3zomb SC_ZOMBIE5A scientist/c1a2_sci_5zomb SC_ZOMBIE6A scientist/c1a2_sci_6zomb SC_DANGLING scientist/c1a2_sci_dangling SC_DARKROOM scientist/c1a2_sci_darkroom SC_ELEVATOR scientist/c1a2_sci_elevator SC_LOUNGE scientist/c1a2_sci_lounge SC_TRANSMISSION scientist/c1a2_sci_transm //c1a3 scripts SC_1MAN scientist/c1a3_sci_1man SC_ATLAST scientist/c1a3_sci_atlast SC_RESCUED scientist/c1a3_sci_rescued SC_SILO1A scientist/c1a3_sci_silo1a SC_SILO2A scientist/c1a3_sci_silo2a SC_TEAM scientist/c1a3_sci_team SC_THANKGOD scientist/c1a3_sci_thankgod //c1a4 scripts SC_TRAINEND scientist/c1a4_sci_trainend SC_ROCKET scientist/c1a4_sci_rocket SC_BLIND scientist/c1a4_sci_blind SC_POWEROFF scientist/c1a4_sci_pwroff SC_POWERON scientist/c1a4_sci_pwr SC_GENER scientist/c1a4_sci_gener SC_TRUST scientist/c1a4_sci_trust SC_TENT scientist/c1a4_sci_tent //c2a3 scripts SC_ICKY scientist/c2a3_sci_icky SC_TRACK scientist/c2a3_sci_track //c2a4 scripts //unused SC_ARG1A scientist/c2a4_sci_arg2a //unused SC_ARG2A scientist/c2a4_sci_arg4a SC_TAU2A scientist/c2a4_sci_2tau SC_TAU4A scientist/c2a4_sci_4tau SC_1PSURG scientist/c2a4_sci_scanner SC_2PSURG scientist/c2a4_sci_sugicaloff SC_3PSURG scientist/c2a4_sci_surgury SC_ALLDIE scientist/c2a4_sci_alldie SC_LETOUT scientist/c2a4_sci_letout SC_LETOUT2 hc2/c2a4_sci_letout_short //c2a5 scripts SC_BOOBIE scientist/c2a5_sci_boobie //unused SC_LEBUZ scientist/c2a5_sci_lebuz //c3a2 scripts SC_STRAWS scientist/c3a2_sci_straws SC_GLUON2A scientist/c3a2_sci_2glu SC_FLOOD scientist/c3a2_sci_flood SC_LINGER scientist/c3a2_sci_linger SC_SURVEY1A scientist/c3a2_sci_1surv SC_SURVEY3A scientist/c3a2_sci_3surv SC_SURVEY5A scientist/c3a2_sci_5surv SC_SURVEY7A scientist/c3a2_sci_7surv SC_LJUMP scientist/c3a2_sci_ljump SC_UPHERE scientist/c3a2_sci_uphere SC_PORTAL scientist/c3a2_sci_portal SC_PORTOPEN scientist/c3a2_sci_portopen SC_POSITION scientist/c3a2_sci_position SC_FOREVER scientist/c3a2_sci_forever SC_NOTYET scientist/c3a2_sci_notyet SC_FOOL scientist/c3a2_sci_fool // miscellaneous useful scripts SC_LETYOUIN scientist/letyouin SC_OVERHERE scientist/overhere // hc2 SC_CATSCREAM scientist/c1a0_sci_catscream SC_CATSCREAM2 scientist/scream01 SC_CATSCREAM3 scientist/scream02 SC_CATSCREAM4 scientist/scream4 // least important sentences 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 // hc2 groan GROAN0 ambience/rocket_groan1(p90) GROAN1 ambience/rocket_groan2(p90) GROAN2 ambience/rocket_groan3(p90) GROAN3 ambience/rocket_groan4