//--------------------------------------------------------------------------------------------------------------
// Scout Response Rule File
//--------------------------------------------------------------------------------------------------------------

Criterion "ScoutIsKillSpeechObject" "ScoutKillSpeechObject" "1" "required" weight 0
Criterion "ScoutIsNotStillonFire" "ScoutOnFire" "!=1" "required" weight 0
Criterion "ScoutIsStillonFire" "ScoutOnFire" "1" "required" weight 0
Criterion "ScoutNotKillSpeech" "ScoutKillSpeech" "!=1" "required" weight 0
Criterion "ScoutNotKillSpeechMelee" "ScoutKillSpeechMelee" "!=1" "required" weight 0
Criterion "ScoutNotKillSpeechMeleeFat" "ScoutKillSpeechMeleeFat" "!=1" "required" weight 0
Criterion "ScoutNotSaidHealThanks" "ScoutSaidHealThanks" "!=1" "required"
Criterion "IsHelpCapScout" "ScoutHelpCap" "1" "required" weight 0
Criterion "NotScoutGrabbedIntelligence" "ScoutGrabbedIntelligence" "!=1" "required"

Response PlayerCloakedSpyScoutScout
{
	scene "scenes/Player/Scout/low/382.vcd" 
}
Rule PlayerCloakedSpyScoutScout
{
	criteria ConceptPlayerCloakedSpy IsScout IsOnScout
	Response PlayerCloakedSpyScoutScout
}

Response PlayerCloakedSpyDemomanScout
{
	scene "scenes/Player/Scout/low/386.vcd" 
}
Rule PlayerCloakedSpyDemomanScout
{
	criteria ConceptPlayerCloakedSpy IsScout IsOnDemoman
	Response PlayerCloakedSpyDemomanScout
}

Response PlayerCloakedSpyEngineerScout
{
	scene "scenes/Player/Scout/low/389.vcd" 
}
Rule PlayerCloakedSpyEngineerScout
{
	criteria ConceptPlayerCloakedSpy IsScout IsOnEngineer
	Response PlayerCloakedSpyEngineerScout
}

Response PlayerCloakedSpyHeavyScout
{
	scene "scenes/Player/Scout/low/384.vcd" 
}
Rule PlayerCloakedSpyHeavyScout
{
	criteria ConceptPlayerCloakedSpy IsScout IsOnHeavy
	Response PlayerCloakedSpyHeavyScout
}

Response PlayerCloakedSpyMedicScout
{
	scene "scenes/Player/Scout/low/388.vcd" 
}
Rule PlayerCloakedSpyMedicScout
{
	criteria ConceptPlayerCloakedSpy IsScout IsOnMedic
	Response PlayerCloakedSpyMedicScout
}

Response PlayerCloakedSpyPyroScout
{
	scene "scenes/Player/Scout/low/385.vcd" 
}
Rule PlayerCloakedSpyPyroScout
{
	criteria ConceptPlayerCloakedSpy IsScout IsOnPyro
	Response PlayerCloakedSpyPyroScout
}

Response PlayerCloakedSpySniperScout
{
	scene "scenes/Player/Scout/low/390.vcd" 
}
Rule PlayerCloakedSpySniperScout
{
	criteria ConceptPlayerCloakedSpy IsScout IsOnSniper
	Response PlayerCloakedSpySniperScout
}

Response PlayerCloakedSpySoldierScout
{
	scene "scenes/Player/Scout/low/383.vcd" 
}
Rule PlayerCloakedSpySoldierScout
{
	criteria ConceptPlayerCloakedSpy IsScout IsOnSoldier
	Response PlayerCloakedSpySoldierScout
}

Response PlayerCloakedSpySpyScout
{
	scene "scenes/Player/Scout/low/387.vcd" 
}
Rule PlayerCloakedSpySpyScout
{
	criteria ConceptPlayerCloakedSpy IsScout IsOnSpy
	Response PlayerCloakedSpySpyScout
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech
//--------------------------------------------------------------------------------------------------------------
Response HealThanksScout
{
	scene "scenes/Player/Scout/low/510.vcd" 
	scene "scenes/Player/Scout/low/511.vcd" 
	scene "scenes/Player/Scout/low/512.vcd" 
}
Rule HealThanksScout
{
	criteria ConceptMedicChargeStopped IsScout SuperHighHealthContext ScoutNotSaidHealThanks 50PercentChance
	ApplyContext "ScoutSaidHealThanks:1:20"
	Response HealThanksScout
}

Response PlayerRoundStartScout
{
	scene "scenes/Player/Scout/low/367.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/369.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/370.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/371.vcd" predelay "1.0, 5.0"
	scene "scenes/Player/Scout/low/368.vcd" predelay "1.0, 5.0"
}
Rule PlayerRoundStartScout
{
	criteria ConceptPlayerRoundStart IsScout
	Response PlayerRoundStartScout
}

Response PlayerCappedIntelligenceScout
{
	scene "scenes/Player/Scout/low/359.vcd" 
	scene "scenes/Player/Scout/low/360.vcd" 
	scene "scenes/Player/Scout/low/361.vcd" 
	scene "scenes/Player/Scout/low/1289.vcd" 
}
Rule PlayerCappedIntelligenceScout
{
	criteria ConceptPlayerCapturedIntelligence IsScout
	Response PlayerCappedIntelligenceScout
}

Response PlayerCapturedPointScout
{
	scene "scenes/Player/Scout/low/356.vcd" 
	scene "scenes/Player/Scout/low/1280.vcd" 
	scene "scenes/Player/Scout/low/357.vcd" 
	scene "scenes/Player/Scout/low/358.vcd" 
}
Rule PlayerCapturedPointScout
{
	criteria ConceptPlayerCapturedPoint IsScout
	Response PlayerCapturedPointScout
}

Response PlayerGrabbedIntelligenceScout
{
	scene "scenes/Player/Scout/low/480.vcd" 
}
Rule PlayerGrabbedIntelligenceScout
{
	criteria ConceptPlayerGrabbedIntelligence IsScout NotScoutGrabbedIntelligence 10PercentChance
	ApplyContext "ScoutGrabbedIntelligence:1:30"
	Response PlayerGrabbedIntelligenceScout
}

Response PlayerSuddenDeathScout
{
	scene "scenes/Player/Scout/low/419.vcd" 
	scene "scenes/Player/Scout/low/420.vcd" 
	scene "scenes/Player/Scout/low/421.vcd" 
	scene "scenes/Player/Scout/low/422.vcd" 
	scene "scenes/Player/Scout/low/423.vcd" 
	scene "scenes/Player/Scout/low/424.vcd" 
	scene "scenes/Player/Scout/low/425.vcd" 
	scene "scenes/Player/Scout/low/426.vcd" 
	scene "scenes/Player/Scout/low/427.vcd" 
	scene "scenes/Player/Scout/low/428.vcd" 
	scene "scenes/Player/Scout/low/430.vcd" 
}
Rule PlayerSuddenDeathScout
{
	criteria ConceptPlayerSuddenDeathStart IsScout
	Response PlayerSuddenDeathScout
}

Response PlayerStalemateScout
{
	scene "scenes/Player/Scout/low/362.vcd" 
	scene "scenes/Player/Scout/low/1281.vcd" 
	scene "scenes/Player/Scout/low/363.vcd" 
	scene "scenes/Player/Scout/low/364.vcd" 
}
Rule PlayerStalemateScout
{
	criteria ConceptPlayerStalemate IsScout
	Response PlayerStalemateScout
}

Response PlayerTeleporterThanksScout
{
	scene "scenes/Player/Scout/low/513.vcd" 
	scene "scenes/Player/Scout/low/514.vcd" 
	scene "scenes/Player/Scout/low/515.vcd" 
}
Rule PlayerTeleporterThanksScout
{
	criteria ConceptTeleported IsNotEngineer IsScout 30PercentChance
	Response PlayerTeleporterThanksScout
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Combat
//--------------------------------------------------------------------------------------------------------------
Response DefendOnThePointScout
{
	scene "scenes/Player/Scout/low/489.vcd" 
	scene "scenes/Player/Scout/low/1305.vcd" 
}
Rule DefendOnThePointScout
{
	criteria ConceptFireWeapon IsScout IsOnFriendlyControlPoint NotDefendOnThePointSpeech
	ApplyContext "DefendOnThePointSpeech:1:30"
	applycontexttoworld
	Response DefendOnThePointScout
}

Response KilledPlayerManyScout
{
	scene "scenes/Player/Scout/low/493.vcd" 
}
Rule KilledPlayerManyScout
{
	criteria ConceptKilledPlayer IsManyRecentKills 30PercentChance IsWeaponPrimary KilledPlayerDelay ScoutNotKillSpeech IsScout
	ApplyContext "ScoutKillSpeech:1:10"
	applycontexttoworld
	Response KilledPlayerManyScout
}

Response KilledPlayerMeleeScout
{
	scene "scenes/Player/Scout/low/476.vcd" 
	scene "scenes/Player/Scout/low/477.vcd" 
	scene "scenes/Player/Scout/low/479.vcd" 
	scene "scenes/Player/Scout/low/482.vcd" 
	scene "scenes/Player/Scout/low/481.vcd" 
	scene "scenes/Player/Scout/low/483.vcd" 
	scene "scenes/Player/Scout/low/484.vcd" 
	scene "scenes/Player/Scout/low/498.vcd" 
	scene "scenes/Player/Scout/low/501.vcd" 
}
Rule KilledPlayerMeleeScout
{
	criteria ConceptKilledPlayer KilledPlayerDelay 30PercentChance  IsWeaponMelee ScoutNotKillSpeechMelee IsScout
	ApplyContext "ScoutKillSpeechMelee:1:10"
	applycontexttoworld
	Response KilledPlayerMeleeScout
}

Response KilledPlayerMeleeScoutFatScout
{
	scene "scenes/Player/Scout/low/475.vcd" 
}
Rule KilledPlayerMeleeScoutFatScout
{
	criteria ConceptKilledPlayer KilledPlayerDelay 75PercentChance  IsWeaponMelee ScoutNotKillSpeechMeleeFat IsScout IsVictimHeavy
	ApplyContext "ScoutKillSpeechMeleeFat:1:10"
	applycontexttoworld
	Response KilledPlayerMeleeScoutFatScout
}

Response PlayerKilledCapperScout
{
	scene "scenes/Player/Scout/low/359.vcd" 
	scene "scenes/Player/Scout/low/372.vcd" 
	scene "scenes/Player/Scout/low/373.vcd" 
	scene "scenes/Player/Scout/low/454.vcd" 
	scene "scenes/Player/Scout/low/488.vcd" 
	scene "scenes/Player/Scout/low/491.vcd" 
	scene "scenes/Player/Scout/low/499.vcd" 
	scene "scenes/Player/Scout/low/1308.vcd" 
}
Rule PlayerKilledCapperScout
{
	criteria ConceptCapBlocked IsScout
	ApplyContext "ScoutKillSpeech:1:10"
	Response PlayerKilledCapperScout
}

Response PlayerKilledDominatingScout
{
	scene "scenes/Player/Scout/low/396.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/1297.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/432.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/433.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/1295.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/1296.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/434.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/435.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/506.vcd" predelay "2.5"
}
Rule PlayerKilledDominatingScout
{
	criteria ConceptKilledPlayer IsScout IsDominated
	ApplyContext "ScoutKillSpeech:1:10"
	Response PlayerKilledDominatingScout
}

Response PlayerKilledForRevengeScout
{
	scene "scenes/Player/Scout/low/374.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/453.vcd" predelay "2.5"
	scene "scenes/Player/Scout/low/486.vcd" predelay "2.5"
}
Rule PlayerKilledForRevengeScout
{
	criteria ConceptKilledPlayer IsScout IsRevenge
	ApplyContext "ScoutKillSpeech:1:10"
	Response PlayerKilledForRevengeScout
}

Response PlayerKilledObjectScout
{
	scene "scenes/Player/Scout/low/485.vcd" 
}
Rule PlayerKilledObjectScout
{
	criteria ConceptKilledObject IsScout 30PercentChance IsARecentKill
	ApplyContext "ScoutKillSpeechObject:1:30"
	applycontexttoworld
	Response PlayerKilledObjectScout
}


//--------------------------------------------------------------------------------------------------------------
// Auto Speech Pain
//--------------------------------------------------------------------------------------------------------------
Response PlayerAttackerPainScout
{
	scene "scenes/Player/Scout/low/461.vcd" 
	scene "scenes/Player/Scout/low/462.vcd" 
	scene "scenes/Player/Scout/low/463.vcd" 
	scene "scenes/Player/Scout/low/1361.vcd" 
	scene "scenes/Player/Scout/low/1362.vcd" 
	scene "scenes/Player/Scout/low/1363.vcd" 
}
Rule PlayerAttackerPainScout
{
	criteria ConceptAttackerPain IsScout
	Response PlayerAttackerPainScout
}

Response PlayerOnFireScout
{
	scene "scenes/Player/Scout/low/365.vcd" 
}
Rule PlayerOnFireScout
{
	criteria ConceptFire IsScout ScoutIsNotStillonFire
	ApplyContext "ScoutOnFire:1:7"
	Response PlayerOnFireScout
}

Response PlayerOnFireRareScout
{
	scene "scenes/Player/Scout/low/366.vcd" 
}
Rule PlayerOnFireRareScout
{
	criteria ConceptFire IsScout 10PercentChance ScoutIsNotStillonFire
	ApplyContext "ScoutOnFire:1:7"
	Response PlayerOnFireRareScout
}

Response PlayerPainScout
{
	scene "scenes/Player/Scout/low/464.vcd" 
	scene "scenes/Player/Scout/low/465.vcd" 
	scene "scenes/Player/Scout/low/466.vcd" 
	scene "scenes/Player/Scout/low/1364.vcd" 
	scene "scenes/Player/Scout/low/1365.vcd" 
	scene "scenes/Player/Scout/low/1366.vcd" 
	scene "scenes/Player/Scout/low/1367.vcd" 
	scene "scenes/Player/Scout/low/1368.vcd" 
}
Rule PlayerPainScout
{
	criteria ConceptPain IsScout
	Response PlayerPainScout
}

Response PlayerStillOnFireScout
{
	scene "scenes/Player/Scout/low/1932.vcd" 
}
Rule PlayerStillOnFireScout
{
	criteria ConceptFire IsScout  ScoutIsStillonFire
	ApplyContext "ScoutOnFire:1:7"
	Response PlayerStillOnFireScout
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 1
//--------------------------------------------------------------------------------------------------------------
Response PlayerGoScout
{
	scene "scenes/Player/Scout/low/393.vcd" 
	scene "scenes/Player/Scout/low/1286.vcd" 
	scene "scenes/Player/Scout/low/392.vcd" 
	scene "scenes/Player/Scout/low/394.vcd" 
}
Rule PlayerGoScout
{
	criteria ConceptPlayerGo IsScout
	Response PlayerGoScout
}

Response PlayerHeadLeftScout
{
	scene "scenes/Player/Scout/low/398.vcd" 
	scene "scenes/Player/Scout/low/399.vcd" 
	scene "scenes/Player/Scout/low/400.vcd" 
}
Rule PlayerHeadLeftScout
{
	criteria ConceptPlayerLeft  IsScout
	Response PlayerHeadLeftScout
}

Response PlayerHeadRightScout
{
	scene "scenes/Player/Scout/low/401.vcd" 
	scene "scenes/Player/Scout/low/402.vcd" 
	scene "scenes/Player/Scout/low/403.vcd" 
}
Rule PlayerHeadRightScout
{
	criteria ConceptPlayerRight  IsScout
	Response PlayerHeadRightScout
}

Response PlayerHelpScout
{
	scene "scenes/Player/Scout/low/404.vcd" 
	scene "scenes/Player/Scout/low/1290.vcd" 
	scene "scenes/Player/Scout/low/405.vcd" 
	scene "scenes/Player/Scout/low/406.vcd" 
}
Rule PlayerHelpScout
{
	criteria ConceptPlayerHelp IsScout
	Response PlayerHelpScout
}

Response PlayerHelpCaptureScout
{
	scene "scenes/Player/Scout/low/407.vcd" 
	scene "scenes/Player/Scout/low/408.vcd" 
	scene "scenes/Player/Scout/low/409.vcd" 
}
Rule PlayerHelpCaptureScout
{
	criteria ConceptPlayerHelp IsScout IsOnCappableControlPoint
	ApplyContext "ScoutHelpCap:1:10"
	Response PlayerHelpCaptureScout
}

Response PlayerHelpCapture2Scout
{
	scene "scenes/Player/Scout/low/489.vcd" 
	scene "scenes/Player/Scout/low/1304.vcd" 
	scene "scenes/Player/Scout/low/1305.vcd" 
	scene "scenes/Player/Scout/low/1306.vcd" 
	scene "scenes/Player/Scout/low/1307.vcd" 
}
Rule PlayerHelpCapture2Scout
{
	criteria ConceptPlayerHelp IsScout IsOnCappableControlPoint IsHelpCapScout
	Response PlayerHelpCapture2Scout
}

Response PlayerHelpDefendScout
{
	scene "scenes/Player/Scout/low/410.vcd" 
	scene "scenes/Player/Scout/low/411.vcd" 
	scene "scenes/Player/Scout/low/412.vcd" 
}
Rule PlayerHelpDefendScout
{
	criteria ConceptPlayerHelp IsScout IsOnFriendlyControlPoint
	Response PlayerHelpDefendScout
}

Response PlayerMedicScout
{
	scene "scenes/Player/Scout/low/438.vcd" 
	scene "scenes/Player/Scout/low/439.vcd" 
	scene "scenes/Player/Scout/low/440.vcd" 
}
Rule PlayerMedicScout
{
	criteria ConceptPlayerMedic IsScout
	Response PlayerMedicScout
}

Response PlayerMoveUpScout
{
	scene "scenes/Player/Scout/low/441.vcd" 
	scene "scenes/Player/Scout/low/442.vcd" 
	scene "scenes/Player/Scout/low/443.vcd" 
}
Rule PlayerMoveUpScout
{
	criteria ConceptPlayerMoveUp  IsScout
	Response PlayerMoveUpScout
}

Response PlayerNoScout
{
	scene "scenes/Player/Scout/low/455.vcd" 
	scene "scenes/Player/Scout/low/456.vcd" 
	scene "scenes/Player/Scout/low/457.vcd" 
}
Rule PlayerNoScout
{
	criteria ConceptPlayerNo  IsScout
	Response PlayerNoScout
}

Response PlayerThanksScout
{
	scene "scenes/Player/Scout/low/508.vcd" 
	scene "scenes/Player/Scout/low/509.vcd" 
}
Rule PlayerThanksScout
{
	criteria ConceptPlayerThanks IsScout
	Response PlayerThanksScout
}

Response PlayerYesScout
{
	scene "scenes/Player/Scout/low/516.vcd" 
	scene "scenes/Player/Scout/low/517.vcd" 
	scene "scenes/Player/Scout/low/518.vcd" 
}
Rule PlayerYesScout
{
	criteria ConceptPlayerYes  IsScout
	Response PlayerYesScout
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 2
//--------------------------------------------------------------------------------------------------------------
Response PlayerActivateChargeScout
{
	scene "scenes/Player/Scout/low/353.vcd" 
	scene "scenes/Player/Scout/low/354.vcd" 
	scene "scenes/Player/Scout/low/355.vcd" 
}
Rule PlayerActivateChargeScout
{
	criteria ConceptPlayerActivateCharge IsScout
	Response PlayerActivateChargeScout
}

Response PlayerCloakedSpyScout
{
	scene "scenes/Player/Scout/low/380.vcd" 
	scene "scenes/Player/Scout/low/379.vcd" 
	scene "scenes/Player/Scout/low/1285.vcd" 
	scene "scenes/Player/Scout/low/381.vcd" 
}
Rule PlayerCloakedSpyScout
{
	criteria ConceptPlayerCloakedSpy IsScout
	Response PlayerCloakedSpyScout
}

Response PlayerDispenserHereScout
{
	scene "scenes/Player/Scout/low/444.vcd" 
}
Rule PlayerDispenserHereScout
{
	criteria ConceptPlayerDispenserHere IsScout
	Response PlayerDispenserHereScout
}

Response PlayerIncomingScout
{
	scene "scenes/Player/Scout/low/413.vcd" 
	scene "scenes/Player/Scout/low/414.vcd" 
	scene "scenes/Player/Scout/low/415.vcd" 
}
Rule PlayerIncomingScout
{
	criteria ConceptPlayerIncoming IsScout
	Response PlayerIncomingScout
}

Response PlayerSentryAheadScout
{
	scene "scenes/Player/Scout/low/472.vcd" 
	scene "scenes/Player/Scout/low/473.vcd" 
	scene "scenes/Player/Scout/low/474.vcd" 
}
Rule PlayerSentryAheadScout
{
	criteria ConceptPlayerSentryAhead IsScout
	Response PlayerSentryAheadScout
}

Response PlayerSentryHereScout
{
	scene "scenes/Player/Scout/low/445.vcd" 
}
Rule PlayerSentryHereScout
{
	criteria ConceptPlayerSentryHere IsScout
	Response PlayerSentryHereScout
}

Response PlayerTeleporterHereScout
{
	scene "scenes/Player/Scout/low/446.vcd" 
}
Rule PlayerTeleporterHereScout
{
	criteria ConceptPlayerTeleporterHere IsScout
	Response PlayerTeleporterHereScout
}


//--------------------------------------------------------------------------------------------------------------
// Speech Menu 3
//--------------------------------------------------------------------------------------------------------------
Response PlayerBattleCryScout
{
	scene "scenes/Player/Scout/low/367.vcd" 
	scene "scenes/Player/Scout/low/369.vcd" 
	scene "scenes/Player/Scout/low/370.vcd" 
	scene "scenes/Player/Scout/low/371.vcd" 
	scene "scenes/Player/Scout/low/368.vcd" 
}
Rule PlayerBattleCryScout
{
	criteria ConceptPlayerBattleCry IsScout
	Response PlayerBattleCryScout
}

Response PlayerCheersScout
{
	scene "scenes/Player/Scout/low/372.vcd" 
	scene "scenes/Player/Scout/low/374.vcd" 
	scene "scenes/Player/Scout/low/375.vcd" 
	scene "scenes/Player/Scout/low/377.vcd" 
	scene "scenes/Player/Scout/low/376.vcd" 
	scene "scenes/Player/Scout/low/373.vcd" 
}
Rule PlayerCheersScout
{
	criteria ConceptPlayerCheers IsScout
	Response PlayerCheersScout
}

Response PlayerGoodJobScout
{
	scene "scenes/Player/Scout/low/395.vcd" 
	scene "scenes/Player/Scout/low/396.vcd" 
	scene "scenes/Player/Scout/low/397.vcd" 
	scene "scenes/Player/Scout/low/1288.vcd" 
}
Rule PlayerGoodJobScout
{
	criteria ConceptPlayerGoodJob IsScout
	Response PlayerGoodJobScout
}

Response PlayerJeersScout
{
	scene "scenes/Player/Scout/low/419.vcd" 
	scene "scenes/Player/Scout/low/420.vcd" 
	scene "scenes/Player/Scout/low/421.vcd" 
	scene "scenes/Player/Scout/low/422.vcd" 
	scene "scenes/Player/Scout/low/423.vcd" 
	scene "scenes/Player/Scout/low/424.vcd" 
	scene "scenes/Player/Scout/low/425.vcd" 
	scene "scenes/Player/Scout/low/426.vcd" 
	scene "scenes/Player/Scout/low/427.vcd" 
	scene "scenes/Player/Scout/low/428.vcd" 
	scene "scenes/Player/Scout/low/430.vcd" 
}
Rule PlayerJeersScout
{
	criteria ConceptPlayerJeers IsScout
	Response PlayerJeersScout
}

Response PlayerLostPointScout
{
	scene "scenes/Player/Scout/low/451.vcd" 
	scene "scenes/Player/Scout/low/447.vcd" 
	scene "scenes/Player/Scout/low/449.vcd" 
	scene "scenes/Player/Scout/low/450.vcd" 
	scene "scenes/Player/Scout/low/448.vcd" 
}
Rule PlayerLostPointScout
{
	criteria ConceptPlayerLostPoint IsScout
	Response PlayerLostPointScout
}

Response PlayerNegativeScout
{
	scene "scenes/Player/Scout/low/451.vcd" 
	scene "scenes/Player/Scout/low/447.vcd" 
	scene "scenes/Player/Scout/low/449.vcd" 
	scene "scenes/Player/Scout/low/450.vcd" 
	scene "scenes/Player/Scout/low/448.vcd" 
}
Rule PlayerNegativeScout
{
	criteria ConceptPlayerNegative IsScout
	Response PlayerNegativeScout
}

Response PlayerNiceShotScout
{
	scene "scenes/Player/Scout/low/452.vcd" 
	scene "scenes/Player/Scout/low/453.vcd" 
	scene "scenes/Player/Scout/low/454.vcd" 
}
Rule PlayerNiceShotScout
{
	criteria ConceptPlayerNiceShot IsScout
	Response PlayerNiceShotScout
}

Response PlayerPositiveScout
{
	scene "scenes/Player/Scout/low/1302.vcd" 
	scene "scenes/Player/Scout/low/467.vcd" 
	scene "scenes/Player/Scout/low/469.vcd" 
	scene "scenes/Player/Scout/low/470.vcd" 
	scene "scenes/Player/Scout/low/471.vcd" 
}
Rule PlayerPositiveScout
{
	criteria ConceptPlayerPositive IsScout
	Response PlayerPositiveScout
}

Response PlayerTauntsScout
{
	scene "scenes/Player/Scout/low/1298.vcd" 
	scene "scenes/Player/Scout/low/436.vcd" 
	scene "scenes/Player/Scout/low/437.vcd" 
	scene "scenes/Player/Scout/low/1299.vcd" 
	scene "scenes/Player/Scout/low/1300.vcd" 
	scene "scenes/Player/Scout/low/1301.vcd" 
}
Rule PlayerTauntsScout
{
	criteria ConceptPlayerTaunts IsScout
	Response PlayerTauntsScout
}

