// HALF-LIFE SPEECH SYSTEM SENTENCES. DO NOT MODIFY THIS FILE! Max of 1023 sentences.



// HUMAN GRUNTS

HG_GREN0 hgrunt/clik(p120) grenade! clik

HG_GREN1 hgrunt/(t30) clik take!(e75) cover!(s5) clik

HG_GREN2 hgrunt/clik clik oh! shit! clik

HG_GREN3 hgrunt/(p110 t40) clik(p120) get!(e78) down!(t30) clik 

HG_GREN4 hgrunt/clik(p110) (t40) of!(e75) god! clik(p110)

HG_GREN5 hgrunt/clik no! clik

HG_GREN6 hgrunt/clik move! clik(p120)



// Player Alert

HG_ALERT0 hgrunt/(t30) squad!, we!(e80) got!(e80) freeman!(t20 p105), clik(p110)

HG_ALERT1 hgrunt/clik(p110) target! clik

HG_ALERT2 hgrunt/clik movement! clik

HG_ALERT3 hgrunt/(t40) shit!(t20), (t50) we! got! hostiles!(p120 t0) clik

HG_ALERT4 hgrunt/(t20) clik(p110) squad!, get!(e80) freeman!, clik(p110) clik

HG_ALERT5 hgrunt/(t20) clik squad!, neutralize!(e90) freeman! clik

HG_ALERT6 hgrunt/(t30) clik clik move!(e75) in! clik(p120)



// Monster Alert

HG_MONST0 hgrunt/clik(p110) (t50) bogies!(t0), my! sector!(t0) clik

HG_MONST1 hgrunt/clik(p110) (t40) clik(p120) we!(e75) got! bogies! clik

HG_MONST2 hgrunt/clik clik (t30) alien!(e85) alert! clik

HG_MONST3 hgrunt/clik clik (t30) alien!(e85) movement!(t0) clik(p120)



// Take cover

HG_COVER0 hgrunt/clik (t30) take! cover!(t0) clik

HG_COVER1 hgrunt/clik (t45) (e75) I!(e80) need!(e80) suppressing!(t20) fire!(t10) clik

HG_COVER2 hgrunt/clik (t45) we! need! backup!(t10) clik

HG_COVER3 hgrunt/clik(p120) (t40) two!(e75) hot!(e80) here! clik

HG_COVER4 hgrunt/clik(p110) (t30) fall!(e80) out! clik clik

HG_COVER5 hgrunt/clik(p120) (t20) clear! this! area! clik

HG_COVER6 hgrunt/clik (t40) god! damn! clik

HG_COVER7 hgrunt/clik (t40) cover!(e75) fire! clik



// Throw grenade

HG_THROW0 hgrunt/clik(p120) (t40) fire!(e90) in!(e90) the!(e60) hole!(e100) clik

HG_THROW1 hgrunt/clik (t30) take!(e75) this!(e100 t0) clik

HG_THROW2 hgrunt/clik (t35) fire in the(e50) hole clik(p120)

HG_THROW3 hgrunt/clik(p110) (t35 e80) squad, stay down clik

 

// Taunt

HG_TAUNT0 hgrunt/clik (t30 e75) uhh, we got heavy fire here clik

HG_TAUNT1 hgrunt/clik(p120) (t40) roger, hold position clik

HG_TAUNT2 hgrunt/clik (t40) we!(e80) will!(e75) kick!(e80) your!(e75) ass! clik

HG_TAUNT3 hgrunt/clik (t40) mister, you(e75) are going down clik

HG_TAUNT4 hgrunt/clik(p120) (t40) you got nothing clik

HG_TAUNT5 hgrunt/clik(p110) (t40) request! backup! clik(p120) clik



// Charge

HG_CHARGE0 hgrunt/clik (t40) go! recon! clik(p120)

HG_CHARGE1 hgrunt/clik(p110) (t40) move!(e75) in! clik

HG_CHARGE2 hgrunt/clik go! clik(p120)

HG_CHARGE3 hgrunt/clik lets! go! clik(p120)



// Idle

HG_IDLE0 hgrunt/gr_idle1

HG_IDLE1 hgrunt/gr_idle2

HG_IDLE2 hgrunt/gr_idle3



HG_QUEST0 hgrunt/clik (t25) stay(e80) alert people clik(p120)

HG_QUEST1 hgrunt/clik (t30) radio(e75) check, over clik(p120) 

HG_QUEST2 hgrunt/clik (t20) maintain lookout clik(p120)

HG_QUEST3 hgrunt/clik(p110) (t30) squad, quiet(e75) down clik(p120)

HG_QUEST4 hgrunt/clik(p120) (t30) hold position, clik

HG_QUEST5 hgrunt/clik(p120) (t30) sweep(e80) that sector, clik(p120) clik(p120)

HG_QUEST6 hgrunt/clik(p120) (t30) uhh, go tango sweep formation clik(p120) clik(p120)

HG_QUEST7 hgrunt/clik(p120) (t30) echo(e75) mission is go clik(p120) clik(p120)

HG_QUEST8 hgrunt/clik(p110) (t30) fire(e75) team, weapons(e75) check ok clik(p120) clik

HG_QUEST9 hgrunt/clik(p110) (t30) fire(e75) team, objective foxtrot niner clik(p120)

HG_QUEST10 hgrunt/clik (t30) ok(e75) mission, zero(e75) niner clik

HG_QUEST11 hgrunt/clik (t30) squad, stay(e80) alert(e80) four freeman, over clik



HG_ANSWER0 hgrunt/clik(p110) (t20) uhh roger(e75) that, clik(p120) clik

HG_ANSWER1 hgrunt/clik(p120) (t10) yessir clik

HG_ANSWER2 hgrunt/clik(p120) (t30) affirmative, sir clik

HG_ANSWER3 hgrunt/clik (t30) negative clik(p120) clik

HG_ANSWER4 hgrunt/clik(p105) (t30) roger clik

HG_ANSWER5 hgrunt/clik(p105) (t30) ok control clik

HG_ANSWER6 hgrunt/clik(p105) (t30) that(e75) is, uhh, affirmative clik



HG_CLEAR0 hgrunt/clik(p130) (t30) all(e75) clear sir, clik

HG_CLEAR1 hgrunt/clik (t30) bravo(e75) post, clear clik(p120)

HG_CLEAR2 hgrunt/clik(p110) (t30) delta(e75) team, clear clik(p120)

HG_CLEAR3 hgrunt/clik(p110) (t40) no sign hostiles sir, over clik(p120)

HG_CLEAR4 hgrunt/clik (t30) no(e80) sign objective sir, over clik(p120)

HG_CLEAR5 hgrunt/clik (t30) no(e75) movement this level clik(p120)

HG_CLEAR6 hgrunt/clik(p120) (t28) sir, sector secure, over clik(p120) clik(p120)

HG_CLEAR7 hgrunt/clik(p120) (t30) command(e75) post, team in position, over clik

HG_CLEAR8 hgrunt/clik (t30) recon, in(e75) position, all quiet clik(p120)

HG_CLEAR9 hgrunt/clik(p110) (t30) lookout(e90) post, all quiet, over clik(p110)

HG_CLEAR10 hgrunt/clik (t40) sir, I(e80) here(e75) something clik

HG_CLEAR11 hgrunt/clik(p120) (t30) sir, uhh, zero movement, over clik

HG_CLEAR12 hgrunt/clik (t30) area secure sir, over clik(p120)



HG_CHECK0 hgrunt/clik (t30) ok, check(e75) in clik

HG_CHECK1 hgrunt/clik(p110) (t30) squad, are(e80) hostiles clear clik(p120)

HG_CHECK2 hgrunt/clik (t30) check(e80) in people clik

HG_CHECK3 hgrunt/clik (t30) lookout, check(e75) in clik(p110)

HG_CHECK4 hgrunt/clik (t30) recon(e90) team, check(e80) in clik

HG_CHECK5 hgrunt/clik(p130) (t30) movement check, over clik

HG_CHECK6 hgrunt/clik (t30) check your zone, over, clik

HG_CHECK7 hgrunt/clik (t30) everything(e85) ok(e75) there, clik(p130)



//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



// 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_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





// countdown



CTR0 zero

CTR1 one second

CTR2 two 

CTR3 three seconds

CTR4 four 

CTR5 five seconds remaining

CTR6 six

CTR7 seven

CTR8 eight 

CTR9 nine

CTR10 ten seconds remaining

CTR11 eleven

CTR12 twelve

CTR13 thirteen

CTR14 fourteen

CTR15 fifteen seconds remaining

CTR16 sixteen 

CTR17 seventeen

CTR18 eighteen

CTR19 nineteen

CTR20 twenty seconds remaining



// doors, general

NA0 access denied

NA1 access is denied

NA2 unauthorized access

NA3 illegal access

NA4 this door is locked

NA5 unauthorized access

NA6 entry forbidden

NA7 entry not permitted

NA8 no unauthorized personnel

NA9 you do not have access to this facility

NA10 (p102) sorry, you may not enter

NA11 (p102) sorry, this door is locked

NA12 (p102) please, move away from this area

NA13 (p102) please, move away from door

NA14 (p103) you will not get in

NA15 (p103) entry is not an option

NA16 (p104) will we do this all day

NA17 (p104) move on immediately

NA18 (p105) no, no, and no(p80)

EA0 access granted

EA1 access permitted

EA2 entry granted

EA3 entry permitted

EA4 access authorized

EA5 entry is permitted

EA6 access authorized

EA7 access to facility, granted

EA8 access granted



// doors, security lockout

ND0 security lock is engaged

ND1 secure area, no entry

ND2 security lockout, no entry

ND3 secure door, no entry

ND4 security system in force

ND5 security system armed, no entry

ND6 door is secured

ND7 illegal access, move away

ED0 security lock disengaged

ED1 security clear, proceed

ED2 security lockout, released

ED3 secure override accepted

ED4 security access acknowledged

ED5 security system disengaged

ED6 door security disengaged



// blast doors

NF0 emergency blast door activated

NF1 emergency blast shield activated

NF3 the blast containment shield is down

EF0 emergency blast door, open

EF1 emergency blast shield, deactivated

EF3 blast containment shield is, open



// fire door

NFIRE0 fire containment door is down

EFIRE0 fire containment door, open



// chemical door

NCHEM0 chemical leak containment door activated

ECHEM0 chemical leak containment door, open



// radiation door

NRAD0 radiation containment door activated

ERAD0 radiation containment door, open



// generic containment door

NCON0 emergency containment door engaged

ECON0 emergency containment door disengaged



// broken locked door

NG0 sorry, this door is inoperative

NG1 sorry, door out of service

NG2 door damage detected, please call service personnel



// maintenance door

NH0 no access, maintenance area

NH1 no personnel permitted in maintenance area

EH0 maintenance area access granted

EH1 maintenance area door open



// turrets, defensive systems



T0 extreme hazard, defense system is armed in this zone

T1 hazard area, defense system activated

T2 danger, turret perimeter defense system armed

T3 extreme hazard, nearest defense system engaged

T4 danger, base defense turret system may power up

T5 danger, automatic defense system activated



// warnings



WE0 warning, high voltage cable

WE1 warning, high power cable

WE2 warning, electric shock hazard

WE3 warning, severe electric shock hazard



// danger



DR0 danger, radiation leak detected

DR1 danger, radiation hazard detected

DR2 danger, high radiation level detected

DR3 danger, severe radiation hazard, evacuate area immediately

DR4 danger, safety violation, extreme radiation level detected



DC0 danger, chemical leak, area now a high health hazard

DC1 danger, chemical coolant leak, health hazard zone

DC2 danger, chemical containment breach, all personnel evacuate this area

DC3 danger, supercooled chemical leak

DC4 danger, supercooled helium leak



DB0 danger, liquid biohazard leak in immediate area

DB1 danger, coolant leak, severe biohazard now in this area

DB2 danger, liquid biohazard released, evacuate area

DB3 danger, biohazard detected in immediate area



// training room



TR_A three, two, one, deeoo(p110)

TR_B deeoo(p110) (p102 t20) target system deactivated







// HEV Suit



// powerup



HEV_AAx fvox/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/blip targetting_system activated

HEV_AIM_OFF fvox/blip targetting_system deactivated

HEV_BATTERY fvox/blip get_battery acquired

HEV_MEDKIT fvox/blip get_medkit(v80)



HEV_PISTOL fvox/blip get_pistol acquired

HEV_SHOTGUN fvox/blip get_shotgun

HEV_GRENADE fvox/blip get_grenade acquired

HEV_ASSAULT fvox/blip get_assault acquired

HEV_44PISTOL fvox/blip get_44pistol acquired

HEV_RPG fvox/blip get_rpg acquired

HEV_SATCHEL fvox/blip get_satchel acquired

HEV_TRIPMINE fvox/blip get_tripmine acquired

HEV_HORNET fvox/blip get_alien_wpn

HEV_SQUEEK fvox/blip get_alien_wpn

HEV_EGON fvox/blip get_egon acquired

HEV_GAUSS fvox/blip get_gauss acquired

HEV_XBOW fvox/blip get_crossbow acquired



HEV_9MM fvox/blip get_9mmclip acquired

HEV_44AMMO fvox/blip get_44ammo acquired

HEV_BUCKSHOT fvox/blip get_buckshot acquired

HEV_BOLTS fvox/blip get_bolts acquired

HEV_RPGAMMO fvox/blip get_rpgammo acquired

HEV_AGRENADE fvox/blip get_assaultgren acquired

HEV_EGONPOWER fvox/blip get_egonpower acquired



// 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 blip blip, radiation_detected

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





// BARNEY



BA_OK0 barney/teamup2

BA_OK1 barney/dobettertogether

BA_OK2 barney/imwithyou

BA_OK3 barney/teamup1

BA_OK4 barney/gladtolendhand

BA_OK5 barney/letsgo

BA_OK6 barney/letsmoveit



BA_WAIT0 barney/helpothers

BA_WAIT1 barney/iwaithere

BA_WAIT2 barney/slowingyoudown

BA_WAIT3 barney/illwait

BA_WAIT4 barney/seeya

BA_WAIT5 barney/standguard



BA_HELLO0 barney/hellonicesuit

BA_HELLO1 barney/howdy

BA_HELLO2 barney/howyoudoing

BA_HELLO3 barney/haybuddy

BA_HELLO4 barney/hayfella

BA_HELLO5 barney/heybuddy

BA_HELLO6 barney/heyfella



BA_QUESTION0 barney/beertopside

BA_QUESTION1 barney/wayout

BA_QUESTION2 barney/getanyworse

BA_QUESTION3 barney/gladof38

BA_QUESTION4 barney/workingonstuff

BA_QUESTION5 barney/wayout

BA_QUESTION6 barney/whatsgoingon

BA_QUESTION7 barney/aintscared

BA_QUESTION8 barney/nodrill

BA_QUESTION9 barney/gettingcloser

BA_QUESTION10 barney/youhearthat

BA_QUESTION11 barney/crewdied

BA_QUESTION12 barney/somethingmoves

BA_QUESTION13 barney/thinking

BA_QUESTION14 barney/missingleg



BA_ANSWER0 barney/noway

BA_ANSWER1 barney/ireckon

BA_ANSWER2 barney/soundsright

BA_ANSWER3 barney/yessir

BA_ANSWER4 barney/youbet

BA_ANSWER5 barney/yougotit

BA_ANSWER6 barney/yup

BA_ANSWER7 barney/dontaskme

BA_ANSWER8 barney/dontbet

BA_ANSWER9 barney/dontbuyit

BA_ANSWER10 barney/dontfigure

BA_ANSWER11 barney/dontguess

BA_ANSWER12 barney/hardtosay

BA_ANSWER13 barney/justdontknow

BA_ANSWER14 barney/nope

BA_ANSWER15 barney/nosir

BA_ANSWER16 barney/cantfigure

BA_ANSWER17 barney/maybe

BA_ANSWER18 barney/notelling

BA_ANSWER19 barney/bequiet

BA_ANSWER20 barney/youtalkmuch

BA_ANSWER21 barney/alreadyasked



// player is staring at scientist

BA_STARE0 barney/yup

BA_STARE1 barney/yessir

BA_STARE2 barney/howyoudoing

BA_STARE3 barney/heyfella



BA_IDLE0 barney/whatisthat

BA_IDLE1 barney/coldone

BA_IDLE2 barney/guyresponsible

BA_IDLE3 barney/bigmess

BA_IDLE4 barney/luckwillturn

BA_IDLE5 barney/bigplace

BA_IDLE6 barney/targetpractice

BA_IDLE7 barney/badfeeling

BA_IDLE8 barney/ambush

BA_IDLE9 barney/survive

BA_IDLE10 barney/stophere



BA_ATTACK0 barney/openfire(e50)

BA_ATTACK1 barney/openfire(s50)

BA_ATTACK2 barney/standback

BA_ATTACK3 barney/whatisthat

BA_ATTACK4 barney/diebloodsucker

BA_ATTACK5 barney/aimforhead



BA_HEAR0 barney/hearsomething

BA_HEAR1 barney/icanhear

BA_HEAR2 barney/soundsbad



BA_SMELL0 barney/somethingdied

BA_SMELL1 barney/somethingstinky

BA_SMELL2 barney/stench



BA_CUREA barney/checkwounds

BA_CUREB barney/youneedmedic

BA_CUREC barney/realbadwound



BA_SCARED0 barney/donthurtem

BA_SCARED1 barney/leavealone



BA_WOUND0 barney/imhit

BA_WOUND1 barney/hitbad

BA_MORTAL0 barney/imdead



//If you shoot Barney:

BA_SHOT0 barney/ba_whoathere

BA_SHOT1 barney/ba_dotoyou

BA_SHOT2 barney/ba_watchit

BA_SHOT3 barney/ba_whatyou

BA_SHOT4 barney/ba_friends

BA_SHOT5 barney/ba_pissme



//When Barneys 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 Barneys killed something

BA_KILL0 barney/ba_gotone

BA_KILL1 barney/ba_another

BA_KILL2 barney/ba_buttugly

BA_KILL3 barney/ba_seethat

BA_KILL4 barney/ba_close

BA_KILL5 barney/ba_firepl

BA_KILL6 barney/ba_bring





//If you use Barney in Hazard Course

BA_HAZ_OK0 holo/tr_ba_use



//If you unuse Barney in Hazard Course

BA_HAZ_WAIT0 holo/tr_ba_unuse



//Barney in Hazard Course

BA_LIGHTSON holo/tr_ba_lightson



//If you use Barney before the disaster

BA_POK0 barney/ba_post

BA_POK1 barney/ba_duty

BA_POK2 barney/ba_raincheck

BA_POK3 barney/ba_later



// if barney can't follow you

BA_STOP0 barney/stop1

BA_STOP1 barney/stop2

BA_STOP2 barney/stop3



//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



//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





// SCIENTIST



SC_OK0 scientist/excellentteam

SC_OK1 scientist/fellowscientist

SC_OK2 scientist/fine

SC_OK3 scientist/hopeyouknow

SC_OK4 scientist/leadtheway

SC_OK5 scientist/letsgo

SC_OK6 scientist/yesletsgo

SC_OK7 scientist/yes3

SC_OK8 scientist/alright



SC_WAIT0 scientist/beenaburden

SC_WAIT1 scientist/slowingyou

SC_WAIT2 scientist/reconsider

SC_WAIT3 scientist/whyleavehere

SC_WAIT4 scientist/illwaithere

SC_WAIT5 scientist/istay

SC_WAIT6 scientist/illwait



// fail to follow player any more

SC_STOP0 scientist/stop1

SC_STOP1 scientist/stop2

SC_STOP2 scientist/stop3

SC_STOP3 scientist/stop4





// player is staring at scientist

SC_STARE0 scientist/yees

SC_STARE1 scientist/areyouthink

SC_STARE2 scientist/noidea



SC_HELLO0 scientist/hellothere

SC_HELLO1 scientist/freemanalive

SC_HELLO2 scientist/afellowsci

SC_HELLO3 scientist/greetings2

SC_HELLO4 scientist/hello

SC_HELLO5 scientist/goodtoseeyou

SC_HELLO6 scientist/newhevsuit

SC_HELLO7 scientist/hellofromlab

SC_HELLO8 scientist/inmesstoo



SC_ANSWER0 scientist/notsure

SC_ANSWER1 scientist/notcertain

SC_ANSWER2 scientist/perhaps

SC_ANSWER3 scientist/whocansay

SC_ANSWER4 scientist/inconclusive

SC_ANSWER5 scientist/theoretically

SC_ANSWER6 scientist/whyaskme

SC_ANSWER7 scientist/lowervoice

SC_ANSWER8 scientist/ofcourse

SC_ANSWER9 scientist/absolutely

SC_ANSWER10 scientist/yes

SC_ANSWER11 scientist/ibelieveso

SC_ANSWER12 scientist/right

SC_ANSWER13 scientist/imsure

SC_ANSWER14 scientist/positively

SC_ANSWER15 scientist/nodoubt

SC_ANSWER16 scientist/yees

SC_ANSWER17 scientist/ofcoursenot

SC_ANSWER18 scientist/absolutelynot

SC_ANSWER19 scientist/noo

SC_ANSWER20 scientist/idontthinkso

SC_ANSWER21 scientist/completelywrong

SC_ANSWER22 scientist/cantbeserious

SC_ANSWER23 scientist/dontknow

SC_ANSWER24 scientist/ridiculous

SC_ANSWER25 scientist/shutup

SC_ANSWER26 scientist/noguess

SC_ANSWER27 scientist/stopasking

SC_ANSWER28 scientist/justasked

SC_ANSWER29 scientist/repeat



SC_QUESTION0 scientist/everseen

SC_QUESTION1 scientist/needsleep

SC_QUESTION2 scientist/areyouthink

SC_QUESTION3 scientist/evergetout

SC_QUESTION4 scientist/rightwayout

SC_QUESTION5 scientist/cantbeworse

SC_QUESTION6 scientist/rescueus

SC_QUESTION7 scientist/fascinating

SC_QUESTION8 scientist/stimulating

SC_QUESTION9 scientist/luckwillchange

SC_QUESTION10 scientist/hearsomething

SC_QUESTION11 scientist/doyousmell

SC_QUESTION12 scientist/uselessphd

SC_QUESTION13 scientist/waithere

SC_QUESTION14 scientist/survival

SC_QUESTION15 scientist/headcrab

SC_QUESTION16 scientist/goodpaper

SC_QUESTION17 scientist/catchone

SC_QUESTION18 scientist/dinner

SC_QUESTION19 scientist/alientrick

SC_QUESTION20 scientist/alienappeal

SC_QUESTION21 scientist/rumorclean

SC_QUESTION22 scientist/nothostile

SC_QUESTION23 scientist/announcer

SC_QUESTION24 scientist/smellburn

SC_QUESTION25 scientist/noidea

SC_QUESTION26 scientist/whatnext



SC_IDLE0 scientist/ipredictedthis

SC_IDLE1 scientist/containfail

SC_IDLE2 scientist/chaostheory

SC_IDLE3 scientist/howinteresting

SC_IDLE4 scientist/neverseen

SC_IDLE5 scientist/peculiarmarks

SC_IDLE6 scientist/whoresponsible

SC_IDLE7 scientist/nogrant

SC_IDLE8 scientist/bloodsample

SC_IDLE9 scientist/administrator

SC_IDLE10 scientist/improbable

SC_IDLE11 scientist/organicmatter

SC_IDLE12 scientist/lambdalab

SC_IDLE13 scientist/ihearsomething



SC_NOGO scientist/dontgothere



SC_MONST0 scientist/seeheadcrab

SC_MONST1 scientist/importantspecies



SC_HEAR0 scientist/ihearsomething

SC_HEAR1 scientist/didyouhear

SC_HEAR2 scientist/whatissound



SC_SMELL0 scientist/somethingfoul

SC_SMELL1 scientist/odorfromyou

SC_SMELL2 scientist/peculiarodor

SC_SMELL3 scientist/stench



SC_WOUND0 scientist/iwounded

SC_WOUND1 scientist/iwounded2



SC_MORTAL0 scientist/iwoundedbad

SC_MORTAL1 scientist/iwounded2



SC_CUREA scientist/youlookbad

SC_CUREB scientist/youwounded

SC_CUREC scientist/youneedmedic



SC_HEAL0 scientist/heal1

SC_HEAL1 scientist/heal2

SC_HEAL2 scientist/youneedmedic, letstrythis

SC_HEAL3 scientist/youlookbad, holdstill

SC_HEAL4 scientist/youwounded, letstrythis

SC_HEAL5 scientist/heal3

SC_HEAL6 scientist/heal4

SC_HEAL7 scientist/heal5



SC_PLFEAR0 scientist/whatyoudoing

SC_PLFEAR1 scientist/canttakemore

SC_PLFEAR2 scientist/madness

SC_PLFEAR3 scientist/noplease

SC_PLFEAR4 scientist/getoutofhere

SC_PLFEAR5 scientist/sorryimleaving



SC_FEAR0 scientist/nooo

SC_FEAR1 scientist/startle2

SC_FEAR2 scientist/startle1 nooo

SC_FEAR3 scientist/dontwantdie

SC_FEAR4 scientist/getoutalive

SC_FEAR5 scientist/startle3

SC_FEAR6 scientist/startle4

SC_FEAR7 scientist/startle5

SC_FEAR8 scientist/startle6

SC_FEAR9 scientist/startle7

SC_FEAR10 scientist/startle8

SC_FEAR11 scientist/startle9

SC_FEAR12 scientist/startle1



SC_SCREAM0 scientist/sci_fear1

SC_SCREAM1 scientist/sci_fear2

SC_SCREAM2 scientist/sci_fear3

SC_SCREAM3 scientist/sci_fear4

SC_SCREAM4 scientist/sci_fear5

SC_SCREAM5 scientist/sci_fear6

SC_SCREAM6 scientist/sci_fear7

SC_SCREAM7 scientist/sci_fear8

SC_SCREAM8 scientist/sci_fear9

SC_SCREAM9 scientist/sci_fear10

SC_SCREAM10 scientist/sci_fear11

SC_SCREAM11 scientist/sci_fear12

SC_SCREAM12 scientist/sci_fear13

SC_SCREAM13 scientist/sci_fear14

SC_SCREAM14 scientist/sci_fear15



SC_SCARED0 scientist/whatyoudoing

SC_SCARED1 scientist/stopattacking

SC_SCARED2 scientist/youinsane



// predisaster scientist



SC_PHELLO0 scientist/hellofreeman

SC_PHELLO1 scientist/greetings2

SC_PHELLO2 scientist/goodtoseeyou

SC_PHELLO3 scientist/greetings

SC_PHELLO4 scientist/hello

SC_PHELLO5 scientist/hellothere

SC_PHELLO6 scientist/freeman



SC_PQUEST0 scientist/beverage

SC_PQUEST1 scientist/statusreport

SC_PQUEST2 scientist/tunnelcalc

SC_PQUEST3 scientist/shakeunification

SC_PQUEST4 scientist/correcttheory

SC_PQUEST5 scientist/analysis

SC_PQUEST6 scientist/purereadings

SC_PQUEST7 scientist/newsample

SC_PQUEST8 scientist/perfectday

SC_PQUEST9 scientist/cascade

SC_PQUEST10 scientist/delayagain

SC_PQUEST11 scientist/softethics

SC_PQUEST12 scientist/tunedtoday

SC_PQUEST13 scientist/donuteater

SC_PQUEST14 scientist/seencup

SC_PQUEST15 scientist/hungryyet

SC_PQUEST16 scientist/recalculate

SC_PQUEST17 scientist/checkatten



SC_PIDLE0 scientist/hideglasses

SC_PIDLE1 scientist/weartie

SC_PIDLE2 scientist/runtest

SC_PIDLE3 scientist/limitsok

SC_PIDLE4 scientist/asexpected

SC_PIDLE5 scientist/thatsodd

SC_PIDLE6 scientist/allnominal

SC_PIDLE7 scientist/shutdownchart

SC_PIDLE8 scientist/reportflux

SC_PIDLE9 scientist/simulation

SC_PIDLE10 scientist/hopenominal



//If you use Scientists in Hazard Course

SC_HAZ_OK0 holo/tr_sci_use



//If you unuse Scientists in Hazard Course

SC_HAZ_WAIT0 holo/tr_sci_unuse



//Scientists in Hazard Course

SC_GOODWORK holo/tr_sci_goodwork

SC_HARDLYNOTICE holo/tr_sci_hardlynoticed

SC_NEXTSTATION holo/tr_sci_nextstation



//If you use Scientists before the disaster



SC_POK0 scientist/sci_alone

SC_POK1 scientist/sci_bother

SC_POK2 scientist/sci_busy

SC_POK3 scientist/sci_aftertest

SC_POK4 scientist/sci_somewhere



//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_CONSOLE5A scientist/c1a1_sci_5scan

SC_CONSOLERPT scientist/c1a1_sci_scanrpt



//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

SC_ARG1A scientist/c2a4_sci_arg2a

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



//c2a5 scripts

SC_BOOBIE scientist/c2a5_sci_boobie

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



// outdoor

WILD0 ambience/(v30) quail1(p103), quail1(t10), quail1(p101)

WILD1 ambience/bee1(v75)

WILD2 ambience/bee2(p105)

WILD3 ambience/hawk1(p98 v30)

WILD4 ambience/hawk1(p105 v20)

WILD5 ambience/(v50 p97) quail1, quail1(t15)

WILD6 ambience/bee1(p98 v50)

WILD7 ambience/bee1(p97)

WILD8 ambience/quail1(p98 v20))

WILD9 ambience/des_wind1(v50)

WILD10 ambience/des_wind2(v50)

WILD11 ambience/des_wind3(v50)

WILD9 ambience/des_wind1(v40 p105)

WILD10 ambience/des_wind2(v40 p98)

WILD11 ambience/des_wind3(v40 p103)

WILD12 ambience/wren1(v80)



// rocket

ROCKET0 ambience/steamburst1

ROCKET1 ambience/steamburst1(p80)

ROCKET2 ambience/steamburst1(p120)

ROCKET3 ambience/rocket_groan1

ROCKET4 ambience/rocket_groan2

ROCKET5 ambience/rocket_groan3

ROCKET6 ambience/rocket_groan4



// distant war zone

FAR_WAR0 ambience/(v50) distantmortar1

FAR_WAR1 ambience/(v60) distantmortar2

FAR_WAR2 ambience/(v50) distantmortar3

FAR_WAR3 ambience/(v15) biggun3

FAR_WAR4 ambience/(v20) rifle2

FAR_WAR5 ambience/(v10 p120) jetflyby1

FAR_WAR6 ambience/(v10) mgun_burst4

FAR_WAR7 ambience/(v30) distantmortar1 distantmortar3 distantmortar2

FAR_WAR8 ambience/(v10) biggun2 biggun2 biggun2

FAR_WAR9 ambience/(v15) mgun_burst1

FAR_WAR10 ambience/(v20) biggun1 rifle2

FAR_WAR11 ambience/(v60) distantmortar1 distantmortar1, distantmortar2, distantmortar1

FAR_WAR12 ambience/(v30) distantmortar2, distantmortar2 distantmortar2 distantmortar2, distantmortar3 distantmortar1

FAR_WAR13 ambience/(v10) mgun_burst2

FAR_WAR14 ambience/(v15) mgun_burst3 mgun_burst3

FAR_WAR15 ambience/(v10) rifle1 rifle1

FAR_WAR16 ambience/(v10) biggun2, biggun2 biggun2



// 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 agrunt/(v40) ag_fire1 ag_fire2 ag_fire2 ag_fire1

NEAR_WAR11 ambience/distantmortar1 distantmortar1, distantmortar2

NEAR_WAR12 ambience/(v60) mgun_burst2 mgun_burst2 mgun_burst3 mgun_burst2







// 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



//HOLOGRAM



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