[Paramilitary1.PARA1_01_01 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="What the hell—!"
Subtitles[0]=(Text="What the hell—!")
Comment="Notes[\"Paramilitary\" here and following as a character name means \"paramilitary soldier.\"], TRIGGER[Dallas moves to the attack. He encounters a series of paramilitary-clad individuals who fire on him; he returns fire. He is aided by black-clad Secret Service operatives, a number of whom are being shot down by the paramilitary guys. Intermingled and intercut is the following.], GLOSSARY[]"

[Paramilitary1.PARA1_01_02 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="New target acquired!"
Subtitles[0]=(Text="New target acquired!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"New target acquired\" is military jargon that means \"I have aimed at and targeted a new enemy.\"]"

[Paramilitary1.PARA1_01_03 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Operative in V4 armor! All units, converge!"
Subtitles[0]=(Text="Operative in V4 armor! All units, converge!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Operative\" here is military jargon that means \"soldier.\" \"V4\" is short for \"version 4.\"]"

[Paramilitary1.PARA1_01_04 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fall back!"
Subtitles[0]=(Text="Fall back!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Fall back\" means \"retreat from this position.\"]"

[Paramilitary1.PARA1_01_05 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Aim for weak spots!"
Subtitles[0]=(Text="Aim for weak spots!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary1.PARA1_01_06 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="What weak spots?"
Subtitles[0]=(Text="What weak spots?")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary1.PARA1_05_04 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Dead works for me."
Subtitles[0]=(Text="Dead works for me.")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary1.PARA1_05_05 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="There he is!"
Subtitles[0]=(Text="There he is!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary1.PARA1_05_06 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Visual sighting!"
Subtitles[0]=(Text="Visual sighting!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary1.PARA1_05_07 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target's on the move!"
Subtitles[0]=(Text="Target's on the move!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary1.PARA1_05_08 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target is armed, repeat, armed!"
Subtitles[0]=(Text="Target is armed, repeat, armed!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary1.PARA1_05_09 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He's here! He's here!"
Subtitles[0]=(Text="He's here! He's here!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary1.PARA1_05_10 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm hit!"
Subtitles[0]=(Text="I'm hit!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary1.PARA1_05_11 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Take him down!"
Subtitles[0]=(Text="Take him down!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Take him down\" here means \"shoot at him and hit him such that he falls or is killed.\"]"

[Paramilitary1.PARA1_05_12 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Where is he?"
Subtitles[0]=(Text="Where is he?")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary1.PARA1_05_13 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fan out! Find him!"
Subtitles[0]=(Text="Fan out! Find him!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary1.PARA1_05_14 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target located!"
Subtitles[0]=(Text="Target located!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary1.PARA1_05_15 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Attack formation!"
Subtitles[0]=(Text="Attack formation!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Attack formation\" is an order indicating the group should form up for an attack.]"

[Paramilitary1.PARA1_05_16 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Pin him down!"
Subtitles[0]=(Text="Pin him down!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Pin him down\" here means \"fire at him so that he cannot move from his place.\"]"

[Paramilitary1.PARA1_07_01 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Down here! He's down here!"
Subtitles[0]=(Text="Down here! He's down here!")
Comment="Notes[], TRIGGER[END CUT SCENE 7. Jason continues battling opponents.], GLOSSARY[]"

[Paramilitary1.PARA1_07_02 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target acquired!"
Subtitles[0]=(Text="Target acquired!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Target acquired\" is military jargon that means \"I have aimed at and targeted an enemy.\"]"

[Paramilitary1.PARA1_07_03 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Spread out!"
Subtitles[0]=(Text="Spread out!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary1.PARA1_07_04 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Two by two formation!"
Subtitles[0]=(Text="Two by two formation!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Two by two formation\" means a formation where two soldiers are abreast.]"

[Paramilitary1.PARA1_07_05 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Come around!"
Subtitles[0]=(Text="Come around!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary1.PARA1_07_06 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Cut him off!"
Subtitles[0]=(Text="Cut him off!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Cut him off\" here means \"get in his way so that he can't escape.\"]"

[Paramilitary1.PARA1_07_07 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We lost target!"
Subtitles[0]=(Text="We lost target!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary1.PARA1_07_08_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Reacquire! Reacquire!"
Subtitles[0]=(Text="Reacquire! Reacquire!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Reacquire\" here means \"find the target again.\"]"

[Paramilitary1.PARA1_07_08_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Reacquire! Reacquire!"
Subtitles[0]=(Text="Reacquire! Reacquire!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Reacquire\" here means \"find the target again.\"]"

[Paramilitary1.PARA1_09_04 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="All units converge!"
Subtitles[0]=(Text="All units converge!")
Comment="Notes[], TRIGGER[In battle…], GLOSSARY[]"

[Paramilitary1.PARA1_09_05 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Cut him off!"
Subtitles[0]=(Text="Cut him off!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Cut him off\" here means \"get in his way so that he can't escape.\"]"

[Paramilitary1.PARA1_09_06 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Take him!"
Subtitles[0]=(Text="Take him!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Take him\" here means \"shoot at him and hit him such that he falls or is killed.\"]"

[Paramilitary1.PARA1_09_07 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Lay down suppressing fire!"
Subtitles[0]=(Text="Lay down suppressing fire!")
Comment="Notes[], TRIGGER[], GLOSSARY[To \"lay down suppressing fire\" means to \"fire at the enemy with the primary goal of reducing their ability to defend themselves, by forcing them to remain under cover.\"]"

[Paramilitary1.PARA1_09_08 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He's heading toward you!"
Subtitles[0]=(Text="He's heading toward you!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary1.PARA1_09_09 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Lock him down!"
Subtitles[0]=(Text="Lock him down!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Lock him down\" here means \"force him to stay in place.\"]"

[Paramilitary1.PARA1_10_01 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Intruder alert! There he is!"
Subtitles[0]=(Text="Intruder alert! There he is!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary1.PARA1_11_02 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="There he is! Take him!"
Subtitles[0]=(Text="There he is! Take him!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Take him\" here means \"shoot at him and hit him such that he falls or is killed.\"]"

[Paramilitary1.PARA1_11_03 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="How did he—?"
Subtitles[0]=(Text="How did he—?")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary1.PARA1_11_04 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He has a jetpack!"
Subtitles[0]=(Text="He has a jetpack!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary1.PARA1_11_05 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Inform C and C!"
Subtitles[0]=(Text="Inform C and C!")
Comment="Notes[], TRIGGER[], GLOSSARY[C and C stands for \"Command and Control,\" a secure room in a military facility that operates as the dispatch and surveillance monitoring center, and here means the people running that room. ]"

[Paramilitary1.PARA1_11_06 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target him! Target him!"
Subtitles[0]=(Text="Target him! Target him!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary1.PARA1_11_07 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target's moving too fast!"
Subtitles[0]=(Text="Target's moving too fast!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary1.PARA1_11_08 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="So whaddaya think? This the Cubs' year?"
Subtitles[0]=(Text="So whaddaya think? This the Cubs' year?")
Comment="Notes[This line is part of a joke about the Chicago Cubs, a U.S. baseball franchise that is infamous for not having won a title for 100 years.], TRIGGER[Jason is making his way across catwalks carrying him over a mess hall and overhears the following. ], GLOSSARY[\"Whaddaya\" is a slang contraction of \"what do you.\"]"

[Paramilitary1.PARA1_11_09 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Block all exits! Pin him down!"
Subtitles[0]=(Text="Block all exits! Pin him down!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Pin him down\" here means \"make sure that he cannot leave this place.\"]"

[Paramilitary1.PARA1_11_10 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Cut him off!"
Subtitles[0]=(Text="Cut him off!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Cut him off\" here means \"get in his way so that he can't escape.\"]"

[Paramilitary1.PARA1_11_11 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Lay down crossfire!"
Subtitles[0]=(Text="Lay down crossfire!")
Comment="Notes[], TRIGGER[], GLOSSARY[To \"lay down crossfire\" means to fire such that lines of fire from two or more positions cross through the same area.]"

[Paramilitary1.PARA1_11_12 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Send in a tank!"
Subtitles[0]=(Text="Send in a tank!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary1.PARA1_11_13 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Keep all fire away from the pipes! Don't flood the place!"
Subtitles[0]=(Text="Keep all fire away from the pipes! Don't flood the place!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary1.PARA1_11_13A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Surrender immediately!"
Subtitles[0]=(Text="Surrender immediately!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary1.PARA1_12_01 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Behind you!"
Subtitles[0]=(Text="Behind you!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary1.PARA1_12_02 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Command and Control! We have the intruder! He's in the factory!"
Subtitles[0]=(Text="Command and Control! We have the intruder! He's in the factory!")
Comment="Notes[], TRIGGER[Jason is under fire. He battles back.], GLOSSARY[\"Command and Control\" here means the personnel running the secure room that operates as the dispatch and surveillance monitoring center.]"

[Paramilitary1.PARA1_12_03 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Immobilize him!"
Subtitles[0]=(Text="Immobilize him!")
Comment="Notes[], TRIGGER[The paramilitaries are attempting to use the foam guns to immobilize Jason.], GLOSSARY[]"

[Paramilitary1.PARA1_12_04 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Take him!"
Subtitles[0]=(Text="Take him!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Take him\" here means \"shoot at him and hit him such that he falls or is killed.\"]"

[Paramilitary1.PARA1_12_05 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Cut him off!"
Subtitles[0]=(Text="Cut him off!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Cut him off\" here means \"get in his way so that he can't escape.\"]"

[Paramilitary1.PARA1_12_06 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Take him down!"
Subtitles[0]=(Text="Take him down!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Take him down\" here means \"shoot at him and hit him such that he falls or is killed.\"]"

[Paramilitary1.PARA1_13_01 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="What, is this guy everywhere?!"
Subtitles[0]=(Text="What, is this guy everywhere?!")
Comment="Notes[], TRIGGER[Jason makes his way to an even more secure area where the V5 armor is being stored. Paramilitaries are between him and the armor.], GLOSSARY[]"

[Paramilitary1.PARA1_13_02 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Keep him away from the V5! Call in air support!"
Subtitles[0]=(Text="Keep him away from the V5! Call in air support!")
Comment="Notes[], TRIGGER[], GLOSSARY[V5 stands for \"version 5.\" \"Air support\" means military support by plane or helicopter.]"

[Paramilitary1.PARA1_19_01 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="The V5 is back!"
Subtitles[0]=(Text="The V5 is back!")
Comment="Notes[], TRIGGER[], GLOSSARY[V5 stands for \"version 5.\"]"

[Paramilitary1.PARA1_19_02 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="All units deploy!"
Subtitles[0]=(Text="All units deploy!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary1.PARA1_19_03 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Stop him!"
Subtitles[0]=(Text="Stop him!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary1.PARA1_19_04 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Scramble! Scramble!"
Subtitles[0]=(Text="Scramble! Scramble!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary1.PARA1_19_05 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Take him down!"
Subtitles[0]=(Text="Take him down!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Take him down\" here means \"shoot at him and hit him such that he falls or is killed.\"]"

[Paramilitary1.PARA1_19_06 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fall back!"
Subtitles[0]=(Text="Fall back!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Fall back\" means \"retreat from this position.\"]"

[Paramilitary1.PARA1_CHATTER_ENEMY_DEAD_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target neutralized."
Subtitles[0]=(Text="Target neutralized.")
Comment="Notes[], TRIGGER[Enemy is dead; conversational], GLOSSARY[\"Target neutralized\" is military jargon that means \"target is dead.\"]"

[Paramilitary1.PARA1_CHATTER_ENEMY_DEAD_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target neutralized."
Subtitles[0]=(Text="Target neutralized.")
Comment="Notes[], TRIGGER[Enemy is dead; conversational], GLOSSARY[\"Target neutralized\" is military jargon that means \"target is dead.\"]"

[Paramilitary1.PARA1_CHATTER_ENEMY_DEAD_001_C SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target neutralized!"
Subtitles[0]=(Text="Target neutralized!")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[\"Target neutralized\" is military jargon that means \"target is dead.\"]"

[Paramilitary1.PARA1_CHATTER_ENEMY_DEAD_001_D SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target neutralized!"
Subtitles[0]=(Text="Target neutralized!")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[\"Target neutralized\" is military jargon that means \"target is dead.\"]"

[Paramilitary1.PARA1_CHATTER_ENEMY_DEAD_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We got 'im."
Subtitles[0]=(Text="We got 'im.")
Comment="Notes[], TRIGGER[Enemy is dead; conversational], GLOSSARY[Here, 'im is short for \"him.\"]"

[Paramilitary1.PARA1_CHATTER_ENEMY_DEAD_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We got 'im!"
Subtitles[0]=(Text="We got 'im!")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[Here, 'im is short for \"him.\"]"

[Paramilitary1.PARA1_CHATTER_ENEMY_DEAD_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Threat eliminated!"
Subtitles[0]=(Text="Threat eliminated!")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_ENEMY_DEAD_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Threat eliminated!"
Subtitles[0]=(Text="Threat eliminated!")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_ENEMY_DEAD_004_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He's down!"
Subtitles[0]=(Text="He's down!")
Comment="Notes[], TRIGGER[Enemy is dead; nearing a shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_ENEMY_DEAD_004_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He's down!"
Subtitles[0]=(Text="He's down!")
Comment="Notes[], TRIGGER[Enemy is dead; conversational], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_ENEMY_DEAD_004_C SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He's down!"
Subtitles[0]=(Text="He's down!")
Comment="Notes[], TRIGGER[Enemy is dead; conversational], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_ENEMY_DEAD_004_D SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He's down!"
Subtitles[0]=(Text="He's down!")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_ENEMY_DEAD_005_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Sector clear!"
Subtitles[0]=(Text="Sector clear!")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_ENEMY_DEAD_005_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Sector clear!"
Subtitles[0]=(Text="Sector clear!")
Comment="Notes[], TRIGGER[Enemy is dead; loud—this is the louder of two for Para1], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_ENEMY_DEAD_006_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="This sector is clear!"
Subtitles[0]=(Text="This sector is clear!")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_ENEMY_DEAD_006_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="This sector is clear!"
Subtitles[0]=(Text="This sector is clear!")
Comment="Notes[], TRIGGER[Enemy is dead; loud—this is the louder of two for Para1], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_ENEMY_LOST_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Where'd he go?!"
Subtitles[0]=(Text="Where'd he go?!")
Comment="Notes[], TRIGGER[Enemy target was lost; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_ENEMY_LOST_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Where'd he go?!"
Subtitles[0]=(Text="Where'd he go?!")
Comment="Notes[], TRIGGER[Enemy target was lost; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_ENEMY_LOST_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We've lost the target!"
Subtitles[0]=(Text="We've lost the target!")
Comment="Notes[], TRIGGER[Enemy target was lost; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_ENEMY_LOST_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We've lost the target!"
Subtitles[0]=(Text="We've lost the target!")
Comment="Notes[], TRIGGER[Enemy target was lost; shout—this is the louder of two for Para1], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_ENEMY_LOST_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We've lost him!"
Subtitles[0]=(Text="We've lost him!")
Comment="Notes[], TRIGGER[Enemy target was lost; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_ENEMY_LOST_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We've lost him!"
Subtitles[0]=(Text="We've lost him!")
Comment="Notes[], TRIGGER[Enemy target was lost; shout—this is the louder of two for Para1], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_ENEMY_LOST_004_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Find him!"
Subtitles[0]=(Text="Find him!")
Comment="Notes[], TRIGGER[Enemy target was lost; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_ENEMY_LOST_004_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Find him!"
Subtitles[0]=(Text="Find him!")
Comment="Notes[], TRIGGER[Enemy target was lost; shout—this is the louder of two for Para1], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_ENEMY_LOST_005_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Where is he!"
Subtitles[0]=(Text="Where is he!")
Comment="Notes[], TRIGGER[Enemy target was lost; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_ENEMY_LOST_005_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Where is he!"
Subtitles[0]=(Text="Where is he!")
Comment="Notes[], TRIGGER[Enemy target was lost; shout—pitched slightly lower/more serious than the other for Para1], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_ENEMY_LOST_006_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He can't have gone far!"
Subtitles[0]=(Text="He can't have gone far!")
Comment="Notes[], TRIGGER[Enemy target was lost; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_ENEMY_LOST_006_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He can't have gone far!"
Subtitles[0]=(Text="He can't have gone far!")
Comment="Notes[], TRIGGER[Enemy target was lost; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_ENEMY_LOST_007_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Don't let him escape!"
Subtitles[0]=(Text="Don't let him escape!")
Comment="Notes[], TRIGGER[Enemy target was lost; loud, warning tone], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_ENEMY_LOST_008_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He's flanking—watch the sides!"
Subtitles[0]=(Text="He's flanking—watch the sides!")
Comment="Notes[], TRIGGER[Enemy target was lost; shout], GLOSSARY[\"Flanking\" means coming up on the side.]"

[Paramilitary1.PARA1_CHATTER_ENEMY_LOST_008_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He's flanking—watch the sides!"
Subtitles[0]=(Text="He's flanking—watch the sides!")
Comment="Notes[], TRIGGER[Enemy target was lost; shout—this is the louder of two for Para1], GLOSSARY[\"Flanking\" means coming up on the side.]"

[Paramilitary1.PARA1_CHATTER_ENEMY_LOST_01 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Don't let him escape!"
Subtitles[0]=(Text="Don't let him escape!")
Comment="Notes[], TRIGGER[Enemy target was lost; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_ENGAGE_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Engage enemy!"
Subtitles[0]=(Text="Engage enemy!")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[\"Engage enemy\" is military jargon that means \"attack enemy.\"]"

[Paramilitary1.PARA1_CHATTER_ENGAGE_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Engage enemy!"
Subtitles[0]=(Text="Engage enemy!")
Comment="Notes[], TRIGGER[Engaging enemy; shout—this is the louder of two for Para1], GLOSSARY[\"Engage enemy\" is military jargon that means \"attack enemy.\"]"

[Paramilitary1.PARA1_CHATTER_ENGAGE_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Enemy sighted!"
Subtitles[0]=(Text="Enemy sighted!")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_ENGAGE_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Enemy sighted!"
Subtitles[0]=(Text="Enemy sighted!")
Comment="Notes[], TRIGGER[Engaging enemy; shout—this is the louder of two for Para1], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_ENGAGE_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Enemy spotted!"
Subtitles[0]=(Text="Enemy spotted!")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_ENGAGE_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Enemy spotted!"
Subtitles[0]=(Text="Enemy spotted!")
Comment="Notes[], TRIGGER[Engaging enemy; shout—this is the louder of two for Para1], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_ENGAGE_004_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target acquired!"
Subtitles[0]=(Text="Target acquired!")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[\"Target acquired\" is military jargon that means \"I have aimed at and targeted an enemy.\"]"

[Paramilitary1.PARA1_CHATTER_ENGAGE_004_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target acquired!"
Subtitles[0]=(Text="Target acquired!")
Comment="Notes[], TRIGGER[Engaging enemy; shout—this is the louder of two for Para1], GLOSSARY[\"Target acquired\" is military jargon that means \"I have aimed at and targeted an enemy.\"]"

[Paramilitary1.PARA1_CHATTER_ENGAGE_005_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Hostile located!"
Subtitles[0]=(Text="Hostile located!")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[\"Hostile\" is military jargon for \"enemy.\"]"

[Paramilitary1.PARA1_CHATTER_ENGAGE_005_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Hostile located!"
Subtitles[0]=(Text="Hostile located!")
Comment="Notes[], TRIGGER[Engaging enemy; shout—this is the louder of two for Para1], GLOSSARY[\"Hostile\" is military jargon for \"enemy.\"]"

[Paramilitary1.PARA1_CHATTER_ENGAGE_006_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We're under attack!"
Subtitles[0]=(Text="We're under attack!")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_ENGAGE_006_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We're under attack!"
Subtitles[0]=(Text="We're under attack!")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_ENGAGE_007_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="There he is!"
Subtitles[0]=(Text="There he is!")
Comment="Notes[], TRIGGER[Engaging enemy; loud but not a shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_ENGAGE_007_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="There he is!"
Subtitles[0]=(Text="There he is!")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_ENGAGE_008_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We found the intruder!"
Subtitles[0]=(Text="We found the intruder!")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_ENGAGE_008_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We've found the intruder!"
Subtitles[0]=(Text="We've found the intruder!")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_FIRE_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fire!"
Subtitles[0]=(Text="Fire!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_FIRE_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fire!"
Subtitles[0]=(Text="Fire!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_FIRE_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Open fire!"
Subtitles[0]=(Text="Open fire!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_FIRE_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Open fire!"
Subtitles[0]=(Text="Open fire!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_FIRE_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Cover fire!"
Subtitles[0]=(Text="Cover fire!")
Comment="Notes[], TRIGGER[Firing on enemy; shout but not full should], GLOSSARY[\"Cover fire\" is a military term for weapons fire that makes it difficult for the enemy to shoot at you. Here, the soldier is asking for such fire.]"

[Paramilitary1.PARA1_CHATTER_FIRE_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Cover fire!"
Subtitles[0]=(Text="Cover fire!")
Comment="Notes[], TRIGGER[Firing on enemy; shout—this is the louder of two for Para1], GLOSSARY[\"Cover fire\" is a military term for weapons fire that makes it difficult for the enemy to shoot at you. Here, the soldier is asking for such fire.]"

[Paramilitary1.PARA1_CHATTER_FIRE_004_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Weapons free!"
Subtitles[0]=(Text="Weapons free!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[\"Weapons free\" is a military order indicating that weapons may only be fired at targets not known to be friendly.]"

[Paramilitary1.PARA1_CHATTER_FIRE_004_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Weapons free!"
Subtitles[0]=(Text="Weapons free!")
Comment="Notes[], TRIGGER[Firing on enemy; shout—this is the louder of two for Para1], GLOSSARY[\"Weapons free\" is a military order indicating that weapons may only be fired at targets not known to be friendly.]"

[Paramilitary1.PARA1_CHATTER_FIRE_005_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fire at will!"
Subtitles[0]=(Text="Fire at will!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[\"Fire at will\" is military jargon that means \"fire whenever you want to.\"]"

[Paramilitary1.PARA1_CHATTER_FIRE_005_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fire at will!"
Subtitles[0]=(Text="Fire at will!")
Comment="Notes[], TRIGGER[Firing on enemy; shout—this is the louder of two for Para1], GLOSSARY[\"Fire at will\" is military jargon that means \"fire whenever you want to.\"]"

[Paramilitary1.PARA1_CHATTER_FIRE_006_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Engaging!"
Subtitles[0]=(Text="Engaging!")
Comment="Notes[], TRIGGER[Firing on enemy—warning shout], GLOSSARY[\"Engaging\" is military jargon that means \"attacking.\"]"

[Paramilitary1.PARA1_CHATTER_FIRE_006_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Engaging!"
Subtitles[0]=(Text="Engaging!")
Comment="Notes[], TRIGGER[Firing on enemy; shout—this is the louder of two for Para1], GLOSSARY[\"Engaging\" is military jargon that means \"attacking.\"]"

[Paramilitary1.PARA1_CHATTER_FIRE_007_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Keep him pinned!"
Subtitles[0]=(Text="Keep him pinned!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[\"Keep him pinned\" here means \"fire at him so that he cannot move from his place.\"]"

[Paramilitary1.PARA1_CHATTER_FIRE_007_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Keep him pinned!"
Subtitles[0]=(Text="Keep him pinned!")
Comment="Notes[], TRIGGER[Firing on enemy; shout—this is the louder of two for Para1], GLOSSARY[\"Keep him pinned\" here means \"fire at him so that he cannot move from his place.\"]"

[Paramilitary1.PARA1_CHATTER_GRENADE_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Grenade!"
Subtitles[0]=(Text="Grenade!")
Comment="Notes[], TRIGGER[Throwing grenade; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_GRENADE_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Grenade!"
Subtitles[0]=(Text="Grenade!")
Comment="Notes[], TRIGGER[Throwing grenade; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_GRENADE_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fire in the hole!"
Subtitles[0]=(Text="Fire in the hole!")
Comment="Notes[], TRIGGER[Throwing grenade; shout], GLOSSARY[\"Fire in the hole\" means that an explosive detonation in a confined space will occur soon.]"

[Paramilitary1.PARA1_CHATTER_GRENADE_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fire in the hole!"
Subtitles[0]=(Text="Fire in the hole!")
Comment="Notes[], TRIGGER[Throwing grenade; shout], GLOSSARY[\"Fire in the hole\" means that an explosive detonation in a confined space will occur soon.]"

[Paramilitary1.PARA1_CHATTER_GRENADE_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Everybody down!"
Subtitles[0]=(Text="Everybody down!")
Comment="Notes[], TRIGGER[Throwing grenade; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_GRENADE_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Everybody down!"
Subtitles[0]=(Text="Everybody down!")
Comment="Notes[], TRIGGER[Throwing grenade; shout—this is the louder of two for Para1], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_GRENADE_CLOSE_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Grenade!"
Subtitles[0]=(Text="Grenade!")
Comment="Notes[], TRIGGER[Grenade is landing close; effort at the beginning, very fearful—shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_GRENADE_CLOSE_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Grenade!"
Subtitles[0]=(Text="Grenade!")
Comment="Notes[], TRIGGER[Grenade is landing close; effort at the beginning, very fearful—shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_GRENADE_CLOSE_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="What the…"
Subtitles[0]=(Text="What the…")
Comment="Notes[], TRIGGER[Grenade is landing close; effort at the beginning, fearful], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_GRENADE_CLOSE_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="What the…"
Subtitles[0]=(Text="What the…")
Comment="Notes[], TRIGGER[Grenade is landing close; effort at the beginning, fearful, loud but not shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_GRENADE_CLOSE_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Did you hear that?"
Subtitles[0]=(Text="Did you hear that?")
Comment="Notes[], TRIGGER[Grenade is landing close; fearful, warning], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_GRENADE_CLOSE_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Did you hear that?"
Subtitles[0]=(Text="Did you hear that?")
Comment="Notes[], TRIGGER[Grenade is landing close; fearful, warning; louder than the other one for Para1], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_GRENADE_CLOSE_004_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Huh… oh… nooooo!"
Subtitles[0]=(Text="Huh… oh… nooooo!")
Comment="Notes[], TRIGGER[Grenade is landing close; loud, fearful], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_GRENADE_CLOSE_004_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Huh… oh, nooo!"
Subtitles[0]=(Text="Huh… oh, nooo!")
Comment="Notes[], TRIGGER[Grenade is landing close; loud, fearful], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_GRENADE_CLOSE_005_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Move, move, move!"
Subtitles[0]=(Text="Move, move, move!")
Comment="Notes[], TRIGGER[Grenade is landing close; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_GRENADE_CLOSE_005_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Move, move, move!"
Subtitles[0]=(Text="Move, move, move!")
Comment="Notes[], TRIGGER[Grenade is landing close; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_GRENADE_CLOSE_006_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Get down!"
Subtitles[0]=(Text="Get down!")
Comment="Notes[], TRIGGER[Grenade is landing close; loud; begins with an effort], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_GRENADE_CLOSE_006_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Get down!"
Subtitles[0]=(Text="Get down!")
Comment="Notes[], TRIGGER[Grenade is landing close; loud; begins with an effort], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_HELPING_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Suppressing fire!"
Subtitles[0]=(Text="Suppressing fire!")
Comment="Notes[], TRIGGER[Helping another soldier; loud but not a shout], GLOSSARY[\"Suppressing fire\" means \"weapons fire with the primary goal of reducing enemies' ability to defend themselves, by forcing them to remain under cover.\"]"

[Paramilitary1.PARA1_CHATTER_HELPING_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Suppressing fire!"
Subtitles[0]=(Text="Suppressing fire!")
Comment="Notes[], TRIGGER[Helping another soldier; loud but not a shout], GLOSSARY[\"Suppressing fire\" means \"weapons fire with the primary goal of reducing enemies' ability to defend themselves, by forcing them to remain under cover.\"]"

[Paramilitary1.PARA1_CHATTER_HELPING_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm on it!"
Subtitles[0]=(Text="I'm on it!")
Comment="Notes[], TRIGGER[Helping another soldier; loud but not a shout; resigned], GLOSSARY[\"I'm on it!\" means \"I'm taking care of it!\"]"

[Paramilitary1.PARA1_CHATTER_HELPING_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm on it!"
Subtitles[0]=(Text="I'm on it!")
Comment="Notes[], TRIGGER[Helping another soldier; loud but not a shout; resigned], GLOSSARY[\"I'm on it!\" means \"I'm taking care of it!\"]"

[Paramilitary1.PARA1_CHATTER_HELPING_002_C SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm on it!"
Subtitles[0]=(Text="I'm on it!")
Comment="Notes[], TRIGGER[Helping another soldier; shout], GLOSSARY[\"I'm on it!\" means \"I'm taking care of it!\"]"

[Paramilitary1.PARA1_CHATTER_HELPING_002_D SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm on it!"
Subtitles[0]=(Text="I'm on it!")
Comment="Notes[], TRIGGER[Helping another soldier; shout], GLOSSARY[\"I'm on it!\" means \"I'm taking care of it!\"]"

[Paramilitary1.PARA1_CHATTER_HELPING_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="On it!"
Subtitles[0]=(Text="On it!")
Comment="Notes[], TRIGGER[Helping another soldier; shout], GLOSSARY[\"On it!\" means \"I'm taking care of it!\"]"

[Paramilitary1.PARA1_CHATTER_HELPING_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="On it!"
Subtitles[0]=(Text="On it!")
Comment="Notes[], TRIGGER[Helping another soldier; shout], GLOSSARY[\"On it!\" means \"I'm taking care of it!\"]"

[Paramilitary1.PARA1_CHATTER_HELPING_003_C SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="On it!"
Subtitles[0]=(Text="On it!")
Comment="Notes[Shouted], TRIGGER[], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_MOVE_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Move!"
Subtitles[0]=(Text="Move!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_MOVE_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Move!"
Subtitles[0]=(Text="Move!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_MOVE_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Let's move it!"
Subtitles[0]=(Text="Let's move it!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[\"Let's move it\" here means \"Let's move quickly!\"]"

[Paramilitary1.PARA1_CHATTER_MOVE_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Let's move it!"
Subtitles[0]=(Text="Let's move it!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout—louder of two for Para1], GLOSSARY[\"Let's move it\" here means \"Let's move quickly!\"]"

[Paramilitary1.PARA1_CHATTER_MOVE_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Get into position!"
Subtitles[0]=(Text="Get into position!")
Comment="Notes[], TRIGGER[Getting soldiers moving; loud, not a shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_MOVE_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Get into position!"
Subtitles[0]=(Text="Get into position!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_MOVE_004_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fan out!"
Subtitles[0]=(Text="Fan out!")
Comment="Notes[], TRIGGER[Getting soldiers moving; loud, not a shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_MOVE_004_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fan out!"
Subtitles[0]=(Text="Fan out!")
Comment="Notes[], TRIGGER[Getting soldiers moving; loud, not a shout, emphatic], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_MOVE_005_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Spread out!"
Subtitles[0]=(Text="Spread out!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_MOVE_005_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Spread out!"
Subtitles[0]=(Text="Spread out!")
Comment="Notes[], TRIGGER[Getting soldiers moving; loud, not a shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_MOVE_006_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Move it!"
Subtitles[0]=(Text="Move it!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_MOVE_006_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Move it!"
Subtitles[0]=(Text="Move it!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_MOVE_007_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Scatter!"
Subtitles[0]=(Text="Scatter!")
Comment="Notes[], TRIGGER[Getting soldiers moving; loud], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_MOVE_008_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Scatter!"
Subtitles[0]=(Text="Scatter!")
Comment="Notes[], TRIGGER[Getting soldiers moving; loud, warning], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_MOVE_009_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Regroup!"
Subtitles[0]=(Text="Regroup!")
Comment="Notes[], TRIGGER[Getting soldiers moving; loud, not a shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_MOVE_009_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Regroup!"
Subtitles[0]=(Text="Regroup!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_NEED_HELP_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Backup!"
Subtitles[0]=(Text="Backup!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[\"Backup!\" here means \"We need support!\"]"

[Paramilitary1.PARA1_CHATTER_NEED_HELP_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Backup!"
Subtitles[0]=(Text="Backup!")
Comment="Notes[], TRIGGER[Needing help; calling], GLOSSARY[\"Backup!\" here means \"We need support!\"]"

[Paramilitary1.PARA1_CHATTER_NEED_HELP_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We need backup!"
Subtitles[0]=(Text="We need backup!")
Comment="Notes[], TRIGGER[Needing help; loud], GLOSSARY[\"We need backup!\" here means \"We need support!\"]"

[Paramilitary1.PARA1_CHATTER_NEED_HELP_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We need backup!"
Subtitles[0]=(Text="We need backup!")
Comment="Notes[], TRIGGER[Needing help; loud], GLOSSARY[\"We need backup!\" here means \"We need support!\"]"

[Paramilitary1.PARA1_CHATTER_NEED_HELP_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I need backup!"
Subtitles[0]=(Text="I need backup!")
Comment="Notes[], TRIGGER[Needing help; loud, not a shout], GLOSSARY[\"I need backup!\" here means \"I need support!\"]"

[Paramilitary1.PARA1_CHATTER_NEED_HELP_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I need backup!"
Subtitles[0]=(Text="I need backup!")
Comment="Notes[], TRIGGER[Needing help; loud, not a shout], GLOSSARY[\"I need backup!\" here means \"I need support!\"]"

[Paramilitary1.PARA1_CHATTER_NEED_HELP_004_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Reinforcements!"
Subtitles[0]=(Text="Reinforcements!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_NEED_HELP_004_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Reinforcements!"
Subtitles[0]=(Text="Reinforcements!")
Comment="Notes[], TRIGGER[Needing help; loud, not a shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_NEED_HELP_005_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Call in reinforcements!"
Subtitles[0]=(Text="Call in reinforcements!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_NEED_HELP_005_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Call in reinforcements!"
Subtitles[0]=(Text="Call in reinforcements!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_NEED_HELP_006_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Help!"
Subtitles[0]=(Text="Help!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_NEED_HELP_006_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Help!"
Subtitles[0]=(Text="Help!")
Comment="Notes[], TRIGGER[Needing help; shout, somewhat pleading], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_NEED_HELP_007_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I need help!"
Subtitles[0]=(Text="I need help!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_NEED_HELP_007_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I need help!"
Subtitles[0]=(Text="I need help!")
Comment="Notes[], TRIGGER[Needing help; shout, asking ], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_NEED_HELP_008_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm hit!"
Subtitles[0]=(Text="I'm hit!")
Comment="Notes[], TRIGGER[Needing help; loud], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_NEED_HELP_008_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm hit!"
Subtitles[0]=(Text="I'm hit!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_NEED_HELP_009_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm hit! I'm hit!"
Subtitles[0]=(Text="I'm hit! I'm hit!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_NEED_HELP_009_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm hit! I'm hit!"
Subtitles[0]=(Text="I'm hit! I'm hit!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_RELOAD_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Reloading!"
Subtitles[0]=(Text="Reloading!")
Comment="Notes[], TRIGGER[Reloading; loud], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_RELOAD_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Reloading!"
Subtitles[0]=(Text="Reloading!")
Comment="Notes[], TRIGGER[Reloading; loud], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_RELOAD_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm out!"
Subtitles[0]=(Text="I'm out!")
Comment="Notes[], TRIGGER[Reloading; loud], GLOSSARY[\"I'm out\" here means \"I have no more ammunition.\"]"

[Paramilitary1.PARA1_CHATTER_RELOAD_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm out!"
Subtitles[0]=(Text="I'm out!")
Comment="Notes[], TRIGGER[Reloading; shout], GLOSSARY[\"I'm out\" here means \"I have no more ammunition.\"]"

[Paramilitary1.PARA1_CHATTER_RELOAD_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Cover me!"
Subtitles[0]=(Text="Cover me!")
Comment="Notes[], TRIGGER[Reloading; loud], GLOSSARY[\"Cover me\" is a military term asking a comrade to fire at the enemy in a way that makes it difficult for the enemy to shoot at you.]"

[Paramilitary1.PARA1_CHATTER_RELOAD_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Cover me!"
Subtitles[0]=(Text="Cover me!")
Comment="Notes[], TRIGGER[Reloading; shout], GLOSSARY[\"Cover me\" is a military term asking a comrade to fire at the enemy in a way that makes it difficult for the enemy to shoot at you.]"

[Paramilitary1.PARA1_CHATTER_TAKE_COVER_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Take cover!"
Subtitles[0]=(Text="Take cover!")
Comment="Notes[], TRIGGER[Moving to cover; loud], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_TAKE_COVER_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Take cover!"
Subtitles[0]=(Text="Take cover!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_TAKE_COVER_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Get down!"
Subtitles[0]=(Text="Get down!")
Comment="Notes[], TRIGGER[Moving to cover; loud], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_TAKE_COVER_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Get down!"
Subtitles[0]=(Text="Get down!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_TAKE_COVER_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Move to cover!"
Subtitles[0]=(Text="Move to cover!")
Comment="Notes[], TRIGGER[Moving to cover; loud], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_TAKE_COVER_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Move to cover!"
Subtitles[0]=(Text="Move to cover!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_TAKE_COVER_004_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Go, go, go!"
Subtitles[0]=(Text="Go, go, go!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_TAKE_COVER_004_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Go, go, go!"
Subtitles[0]=(Text="Go, go, go!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_TAKE_COVER_005_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Flank him!"
Subtitles[0]=(Text="Flank him!")
Comment="Notes[], TRIGGER[Moving to cover; loud], GLOSSARY[\"Flank him\" means \"come up beside him.\"]"

[Paramilitary1.PARA1_CHATTER_TAKE_COVER_005_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Flank him!"
Subtitles[0]=(Text="Flank him!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[\"Flank him\" means \"come up beside him.\"]"

[Paramilitary1.PARA1_CHATTER_TAKE_COVER_006_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Get in cover!"
Subtitles[0]=(Text="Get in cover!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_TAKE_COVER_006_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Get in cover!"
Subtitles[0]=(Text="Get in cover!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_TAKE_COVER_007_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Pull back!"
Subtitles[0]=(Text="Pull back!")
Comment="Notes[], TRIGGER[Moving to cover; loud], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_TAKE_COVER_007_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Pull back!"
Subtitles[0]=(Text="Pull back!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_UNDER_FIRE_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Under fire!"
Subtitles[0]=(Text="Under fire!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_UNDER_FIRE_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We're under fire!"
Subtitles[0]=(Text="We're under fire!")
Comment="Notes[], TRIGGER[Coming under fire; loud], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_UNDER_FIRE_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We're under fire!"
Subtitles[0]=(Text="We're under fire!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_UNDER_FIRE_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm under fire!"
Subtitles[0]=(Text="I'm under fire!")
Comment="Notes[], TRIGGER[Coming under fire; loud], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_UNDER_FIRE_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm under fire!"
Subtitles[0]=(Text="I'm under fire!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_UNDER_FIRE_004_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm pinned down!"
Subtitles[0]=(Text="I'm pinned down!")
Comment="Notes[], TRIGGER[Coming under fire; loud], GLOSSARY[\"Pinned down\" here means \"unable to move without being shot.\"]"

[Paramilitary1.PARA1_CHATTER_UNDER_FIRE_004_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm pinned down!"
Subtitles[0]=(Text="I'm pinned down!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[\"Pinned down\" here means \"unable to move without being shot.\"]"

[Paramilitary1.PARA1_CHATTER_UNDER_FIRE_005_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Incoming!"
Subtitles[0]=(Text="Incoming!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_UNDER_FIRE_005_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Incoming!"
Subtitles[0]=(Text="Incoming!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[]"

[Paramilitary1.PARA1_CHATTER_UNDER_FIRE_01 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Under fire!"
Subtitles[0]=(Text="Under fire!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[]"

[Paramilitary2.PARA2_05_05 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="There he is!"
Subtitles[0]=(Text="There he is!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary2.PARA2_05_06 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Visual sighting!"
Subtitles[0]=(Text="Visual sighting!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary2.PARA2_05_07 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target's on the move!"
Subtitles[0]=(Text="Target's on the move!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary2.PARA2_05_08 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target is armed, repeat, armed!"
Subtitles[0]=(Text="Target is armed, repeat, armed!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary2.PARA2_05_09 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He's here! He's here!"
Subtitles[0]=(Text="He's here! He's here!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary2.PARA2_05_10 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm hit!"
Subtitles[0]=(Text="I'm hit!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary2.PARA2_05_11 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Take him down!"
Subtitles[0]=(Text="Take him down!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Take him down\" here means \"shoot at him and hit him such that he falls or is killed.\"]"

[Paramilitary2.PARA2_05_12 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Where is he?"
Subtitles[0]=(Text="Where is he?")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary2.PARA2_05_13 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fan out! Find him!"
Subtitles[0]=(Text="Fan out! Find him!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary2.PARA2_05_14 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target located!"
Subtitles[0]=(Text="Target located!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary2.PARA2_05_15 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Attack formation!"
Subtitles[0]=(Text="Attack formation!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Attack formation\" is an order indicating the group should form up for an attack.]"

[Paramilitary2.PARA2_05_16 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Pin him down!"
Subtitles[0]=(Text="Pin him down!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Pin him down\" here means \"fire at him so that he cannot move from his place.\"]"

[Paramilitary2.PARA2_07_01 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Down here! He's down here!"
Subtitles[0]=(Text="Down here! He's down here!")
Comment="Notes[], TRIGGER[END CUT SCENE 7. Jason continues battling opponents.], GLOSSARY[]"

[Paramilitary2.PARA2_07_02 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target acquired!"
Subtitles[0]=(Text="Target acquired!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Target acquired\" is military jargon that means \"I have aimed at and targeted an enemy.\"]"

[Paramilitary2.PARA2_07_03 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Spread out!"
Subtitles[0]=(Text="Spread out!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary2.PARA2_07_04 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Two by two formation!"
Subtitles[0]=(Text="Two by two formation!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Two by two formation\" means a formation where two soldiers are abreast.]"

[Paramilitary2.PARA2_07_05 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Come around!"
Subtitles[0]=(Text="Come around!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary2.PARA2_07_06 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Cut him off!"
Subtitles[0]=(Text="Cut him off!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Cut him off\" here means \"get in his way so that he can't escape.\"]"

[Paramilitary2.PARA2_07_07 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We've lost target!"
Subtitles[0]=(Text="We've lost target!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary2.PARA2_07_08 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Reacquire, reacquire!"
Subtitles[0]=(Text="Reacquire, reacquire!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Reacquire\" here means \"find the target again.\"]"

[Paramilitary2.PARA2_09_04 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="All units converge!"
Subtitles[0]=(Text="All units converge!")
Comment="Notes[], TRIGGER[In battle…], GLOSSARY[]"

[Paramilitary2.PARA2_09_05 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Cut him off!"
Subtitles[0]=(Text="Cut him off!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Cut him off\" here means \"get in his way so that he can't escape.\"]"

[Paramilitary2.PARA2_09_06 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Take him!"
Subtitles[0]=(Text="Take him!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Take him\" here means \"shoot at him and hit him such that he falls or is killed.\"]"

[Paramilitary2.PARA2_09_07 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Lay down suppressing fire!"
Subtitles[0]=(Text="Lay down suppressing fire!")
Comment="Notes[], TRIGGER[], GLOSSARY[To \"lay down suppressing fire\" means to \"fire at the enemy with the primary goal of reducing their ability to defend themselves, by forcing them to remain under cover.\"]"

[Paramilitary2.PARA2_09_08 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He's heading toward you!"
Subtitles[0]=(Text="He's heading toward you!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary2.PARA2_09_09 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Lock him down!"
Subtitles[0]=(Text="Lock him down!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Lock him down\" here means \"force him to stay in place.\"]"

[Paramilitary2.PARA2_10_01 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Intruder alert! There he is!"
Subtitles[0]=(Text="Intruder alert! There he is!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary2.PARA2_11_02 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="There he is! Take him!"
Subtitles[0]=(Text="There he is! Take him!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Take him\" here means \"shoot at him and hit him such that he falls or is killed.\"]"

[Paramilitary2.PARA2_11_03 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="How did he—?"
Subtitles[0]=(Text="How did he—?")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary2.PARA2_11_04 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He has a jetpack!"
Subtitles[0]=(Text="He has a jetpack!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary2.PARA2_11_05 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Inform C and C!"
Subtitles[0]=(Text="Inform C and C!")
Comment="Notes[], TRIGGER[], GLOSSARY[C and C stands for \"Command and Control,\" a secure room in a military facility that operates as the dispatch and surveillance monitoring center, and here means the people running that room. ]"

[Paramilitary2.PARA2_11_06 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target him! Target him!"
Subtitles[0]=(Text="Target him! Target him!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary2.PARA2_11_07 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target's moving too fast!"
Subtitles[0]=(Text="Target's moving too fast!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary2.PARA2_11_08 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He's in the treatment facility!"
Subtitles[0]=(Text="He's in the treatment facility!")
Comment="Notes[], TRIGGER[Jason makes it to the water treatment/lake draining facility, where even more paramilitaries are moving in on him.], GLOSSARY[\"Treatment facility\" here is the water treatment facility.]"

[Paramilitary2.PARA2_11_09 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Block all exits! Pin him down!"
Subtitles[0]=(Text="Block all exits! Pin him down!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Pin him down\" here means \"make sure that he cannot leave this place.\"]"

[Paramilitary2.PARA2_11_10 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Cut him off!"
Subtitles[0]=(Text="Cut him off!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Cut him off\" here means \"get in his way so that he can't escape.\"]"

[Paramilitary2.PARA2_11_11 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Lay down crossfire!"
Subtitles[0]=(Text="Lay down crossfire!")
Comment="Notes[], TRIGGER[], GLOSSARY[To \"lay down crossfire\" means to fire such that lines of fire from two or more positions cross through the same area.]"

[Paramilitary2.PARA2_11_12 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Send in a tank!"
Subtitles[0]=(Text="Send in a tank!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary2.PARA2_11_13 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Keep all fire away from the pipes! Don't flood the place!"
Subtitles[0]=(Text="Keep all fire away from the pipes! Don't flood the place!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary2.PARA2_11_13A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Surrender immediately!"
Subtitles[0]=(Text="Surrender immediately!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary2.PARA2_12_01 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Behind you!"
Subtitles[0]=(Text="Behind you!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Behind you!\" is a warning that the enemy is behind you.]"

[Paramilitary2.PARA2_12_02 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Command and Control! We have the intruder! He's in the factory!"
Subtitles[0]=(Text="Command and Control! We have the intruder! He's in the factory!")
Comment="Notes[], TRIGGER[Jason is under fire. He battles back.], GLOSSARY[Command and Control here means the personnel running the secure room that operates as the dispatch and surveillance monitoring center.]"

[Paramilitary2.PARA2_12_03 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Immobilize him!"
Subtitles[0]=(Text="Immobilize him!")
Comment="Notes[], TRIGGER[The paramilitaries are attempting to use the foam guns to immobilize Jason.], GLOSSARY[]"

[Paramilitary2.PARA2_12_04 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Take him!"
Subtitles[0]=(Text="Take him!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Take him\" here means \"shoot at him and hit him such that he falls or is killed.\"]"

[Paramilitary2.PARA2_12_05 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Cut him off!"
Subtitles[0]=(Text="Cut him off!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Cut him off\" here means \"get in his way so that he can't escape.\"]"

[Paramilitary2.PARA2_12_06 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Take him down!"
Subtitles[0]=(Text="Take him down!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Take him down\" here means \"shoot at him and hit him such that he falls or is killed.\"]"

[Paramilitary2.PARA2_13_01 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="What, is this guy everywhere?!"
Subtitles[0]=(Text="What, is this guy everywhere?!")
Comment="Notes[], TRIGGER[Jason makes his way to an even more secure area where the V5 armor is being stored. Paramilitaries are between him and the armor.], GLOSSARY[]"

[Paramilitary2.PARA2_13_02 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Keep him away from the V5! Call in air support!"
Subtitles[0]=(Text="Keep him away from the V5! Call in air support!")
Comment="Notes[], TRIGGER[], GLOSSARY[V5 stands for \"version 5.\" \"Air support\" means military support by plane or helicopter.]"

[Paramilitary2.PARA2_19_01 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="The V5 is back!"
Subtitles[0]=(Text="The V5 is back!")
Comment="Notes[], TRIGGER[], GLOSSARY[V5 stands for \"version 5.\"]"

[Paramilitary2.PARA2_19_02 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="All units deploy!"
Subtitles[0]=(Text="All units deploy!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary2.PARA2_19_03 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Stop him!"
Subtitles[0]=(Text="Stop him!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary2.PARA2_19_04 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Scramble! Scramble!"
Subtitles[0]=(Text="Scramble! Scramble!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary2.PARA2_19_05 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Take him down!"
Subtitles[0]=(Text="Take him down!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Take him down\" here means \"shoot at him and hit him such that he falls or is killed.\"]"

[Paramilitary2.PARA2_19_06 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fall back!"
Subtitles[0]=(Text="Fall back!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Fall back\" means \"retreat from this position.\"]"

[Paramilitary2.PARA2_CHATTER_ENEMY_DEAD_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target neutralized!"
Subtitles[0]=(Text="Target neutralized!")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[Target neutralized is military jargon that means \"target is dead.\"]"

[Paramilitary2.PARA2_CHATTER_ENEMY_DEAD_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target neutralized."
Subtitles[0]=(Text="Target neutralized.")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[Target neutralized is military jargon that means \"target is dead.\"]"

[Paramilitary2.PARA2_CHATTER_ENEMY_DEAD_001_C SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target neutralized!"
Subtitles[0]=(Text="Target neutralized!")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[Target neutralized is military jargon that means \"target is dead.\"]"

[Paramilitary2.PARA2_CHATTER_ENEMY_DEAD_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We got 'im!"
Subtitles[0]=(Text="We got 'im!")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[Here, 'im is short for \"him.\"]"

[Paramilitary2.PARA2_CHATTER_ENEMY_DEAD_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We got 'im!"
Subtitles[0]=(Text="We got 'im!")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[Here, 'im is short for \"him.\"]"

[Paramilitary2.PARA2_CHATTER_ENEMY_DEAD_002_C SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We got 'im!"
Subtitles[0]=(Text="We got 'im!")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[Here, 'im is short for \"him.\"]"

[Paramilitary2.PARA2_CHATTER_ENEMY_DEAD_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Threat eliminated!"
Subtitles[0]=(Text="Threat eliminated!")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_ENEMY_DEAD_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Threat eliminated!"
Subtitles[0]=(Text="Threat eliminated!")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_ENEMY_DEAD_004_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He's down!"
Subtitles[0]=(Text="He's down!")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_ENEMY_DEAD_004_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He's down!"
Subtitles[0]=(Text="He's down!")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_ENEMY_DEAD_005_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Sector clear!"
Subtitles[0]=(Text="Sector clear!")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_ENEMY_DEAD_005_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Sector clear!"
Subtitles[0]=(Text="Sector clear!")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_ENEMY_DEAD_006_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="This sector is clear!"
Subtitles[0]=(Text="This sector is clear!")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_ENEMY_DEAD_006_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="This sector is clear! "
Subtitles[0]=(Text="This sector is clear! ")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_ENEMY_DEAD_006_C SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="This sector's clear!"
Subtitles[0]=(Text="This sector's clear!")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_ENEMY_LOST_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Where'd he go?"
Subtitles[0]=(Text="Where'd he go?")
Comment="Notes[], TRIGGER[Enemy target was lost; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_ENEMY_LOST_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Where'd he go? "
Subtitles[0]=(Text="Where'd he go? ")
Comment="Notes[], TRIGGER[Enemy target was lost; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_ENEMY_LOST_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We've lost the target!"
Subtitles[0]=(Text="We've lost the target!")
Comment="Notes[], TRIGGER[Enemy target was lost; loud], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_ENEMY_LOST_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We've lost the target! "
Subtitles[0]=(Text="We've lost the target! ")
Comment="Notes[], TRIGGER[Enemy target was lost; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_ENEMY_LOST_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We've lost him!"
Subtitles[0]=(Text="We've lost him!")
Comment="Notes[], TRIGGER[Enemy target was lost; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_ENEMY_LOST_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We've lost him! "
Subtitles[0]=(Text="We've lost him! ")
Comment="Notes[], TRIGGER[Enemy target was lost; loud], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_ENEMY_LOST_004_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Find him!"
Subtitles[0]=(Text="Find him!")
Comment="Notes[], TRIGGER[Enemy target was lost; loud], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_ENEMY_LOST_004_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Find him!"
Subtitles[0]=(Text="Find him!")
Comment="Notes[], TRIGGER[Enemy target was lost; loud], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_ENEMY_LOST_005_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Where is he?!"
Subtitles[0]=(Text="Where is he?!")
Comment="Notes[], TRIGGER[Enemy target was lost; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_ENEMY_LOST_005_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Where is he?!"
Subtitles[0]=(Text="Where is he?!")
Comment="Notes[], TRIGGER[Enemy target was lost; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_ENEMY_LOST_006_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He can't have gone far!"
Subtitles[0]=(Text="He can't have gone far!")
Comment="Notes[], TRIGGER[Enemy target was lost; loud], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_ENEMY_LOST_006_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He can't have gone far! "
Subtitles[0]=(Text="He can't have gone far! ")
Comment="Notes[], TRIGGER[Enemy target was lost; loud], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_ENEMY_LOST_007_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Don't let him escape!"
Subtitles[0]=(Text="Don't let him escape!")
Comment="Notes[], TRIGGER[Enemy target was lost; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_ENEMY_LOST_007_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Don't let him escape!"
Subtitles[0]=(Text="Don't let him escape!")
Comment="Notes[], TRIGGER[Enemy target was lost; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_ENEMY_LOST_008_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He's flanking—watch the sides!"
Subtitles[0]=(Text="He's flanking—watch the sides!")
Comment="Notes[], TRIGGER[Enemy target was lost; loud], GLOSSARY[\"Flanking\" means coming up on the side.]"

[Paramilitary2.PARA2_CHATTER_ENEMY_LOST_008_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He's flanking—watch the sides! "
Subtitles[0]=(Text="He's flanking—watch the sides! ")
Comment="Notes[], TRIGGER[Enemy target was lost; shout], GLOSSARY[\"Flanking\" means coming up on the side.]"

[Paramilitary2.PARA2_CHATTER_ENGAGE_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Engage enemy!"
Subtitles[0]=(Text="Engage enemy!")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[\"Engage enemy\" is military jargon that means \"attack enemy.\"]"

[Paramilitary2.PARA2_CHATTER_ENGAGE_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Engage enemy!"
Subtitles[0]=(Text="Engage enemy!")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[\"Engage enemy\" is military jargon that means \"attack enemy.\"]"

[Paramilitary2.PARA2_CHATTER_ENGAGE_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Enemy sighted!"
Subtitles[0]=(Text="Enemy sighted!")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_ENGAGE_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Enemy sighted! "
Subtitles[0]=(Text="Enemy sighted! ")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_ENGAGE_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Enemy spotted!"
Subtitles[0]=(Text="Enemy spotted!")
Comment="Notes[], TRIGGER[Engaging enemy; loud], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_ENGAGE_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Enemy spotted! "
Subtitles[0]=(Text="Enemy spotted! ")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_ENGAGE_004_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target acquired!"
Subtitles[0]=(Text="Target acquired!")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[\"Target acquired\" is military jargon that means \"I have aimed at and targeted an enemy.\"]"

[Paramilitary2.PARA2_CHATTER_ENGAGE_004_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target acquired! "
Subtitles[0]=(Text="Target acquired! ")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[\"Target acquired\" is military jargon that means \"I have aimed at and targeted an enemy.\"]"

[Paramilitary2.PARA2_CHATTER_ENGAGE_005_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Hostile located!"
Subtitles[0]=(Text="Hostile located!")
Comment="Notes[], TRIGGER[Engaging enemy; loud], GLOSSARY[\"Hostile\" is military jargon for \"enemy.\"]"

[Paramilitary2.PARA2_CHATTER_ENGAGE_005_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Hostile located!"
Subtitles[0]=(Text="Hostile located!")
Comment="Notes[], TRIGGER[Engaging enemy; loud], GLOSSARY[\"Hostile\" is military jargon for \"enemy.\"]"

[Paramilitary2.PARA2_CHATTER_ENGAGE_006_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We're under attack!"
Subtitles[0]=(Text="We're under attack!")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_ENGAGE_006_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We're under attack!"
Subtitles[0]=(Text="We're under attack!")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_ENGAGE_007_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="There he is!"
Subtitles[0]=(Text="There he is!")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_ENGAGE_007_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="There he is!"
Subtitles[0]=(Text="There he is!")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_ENGAGE_008_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We've found the intruder!"
Subtitles[0]=(Text="We've found the intruder!")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_ENGAGE_008_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We've found the intruder! "
Subtitles[0]=(Text="We've found the intruder! ")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_FIRE_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fire!"
Subtitles[0]=(Text="Fire!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_FIRE_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fire!"
Subtitles[0]=(Text="Fire!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_FIRE_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Open fire!"
Subtitles[0]=(Text="Open fire!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_FIRE_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Open fire!"
Subtitles[0]=(Text="Open fire!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_FIRE_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Cover fire!"
Subtitles[0]=(Text="Cover fire!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[\"Cover fire\" is a military term for weapons fire that makes it difficult for the enemy to shoot at you. Here, the soldier is asking for such fire.]"

[Paramilitary2.PARA2_CHATTER_FIRE_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Cover fire!"
Subtitles[0]=(Text="Cover fire!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[\"Cover fire\" is a military term for weapons fire that makes it difficult for the enemy to shoot at you. Here, the soldier is asking for such fire.]"

[Paramilitary2.PARA2_CHATTER_FIRE_004_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Weapons free!"
Subtitles[0]=(Text="Weapons free!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[\"Weapons free\" is a military order indicating that weapons may only be fired at targets not known to be friendly.]"

[Paramilitary2.PARA2_CHATTER_FIRE_004_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Weapons free!"
Subtitles[0]=(Text="Weapons free!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[\"Weapons free\" is a military order indicating that weapons may only be fired at targets not known to be friendly.]"

[Paramilitary2.PARA2_CHATTER_FIRE_005_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fire at will!"
Subtitles[0]=(Text="Fire at will!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[\"Fire at will\" is military jargon that means \"fire whenever you want to.\"]"

[Paramilitary2.PARA2_CHATTER_FIRE_005_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fire at will!"
Subtitles[0]=(Text="Fire at will!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[\"Fire at will\" is military jargon that means \"fire whenever you want to.\"]"

[Paramilitary2.PARA2_CHATTER_FIRE_006_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Engaging!"
Subtitles[0]=(Text="Engaging!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[\"Engaging\" is military jargon that means \"attacking.\"]"

[Paramilitary2.PARA2_CHATTER_FIRE_006_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Engaging!"
Subtitles[0]=(Text="Engaging!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[\"Engaging\" is military jargon that means \"attacking.\"]"

[Paramilitary2.PARA2_CHATTER_GRENADE_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Grenade!"
Subtitles[0]=(Text="Grenade!")
Comment="Notes[], TRIGGER[Throwing grenade; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_GRENADE_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Grenade!"
Subtitles[0]=(Text="Grenade!")
Comment="Notes[], TRIGGER[Throwing grenade; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_GRENADE_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fire in the hole!"
Subtitles[0]=(Text="Fire in the hole!")
Comment="Notes[], TRIGGER[Throwing grenade; shout], GLOSSARY[\"Fire in the hole\" means that an explosive detonation in a confined space will occur soon.]"

[Paramilitary2.PARA2_CHATTER_GRENADE_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fire in the hole!"
Subtitles[0]=(Text="Fire in the hole!")
Comment="Notes[], TRIGGER[Throwing grenade; loud, warning], GLOSSARY[\"Fire in the hole\" means that an explosive detonation in a confined space will occur soon.]"

[Paramilitary2.PARA2_CHATTER_GRENADE_002_C SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fire in the hole!"
Subtitles[0]=(Text="Fire in the hole!")
Comment="Notes[], TRIGGER[Throwing grenade; shout], GLOSSARY[\"Fire in the hole\" means that an explosive detonation in a confined space will occur soon.]"

[Paramilitary2.PARA2_CHATTER_GRENADE_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Everybody down!"
Subtitles[0]=(Text="Everybody down!")
Comment="Notes[], TRIGGER[Throwing grenade; loud], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_GRENADE_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Everybody down!"
Subtitles[0]=(Text="Everybody down!")
Comment="Notes[], TRIGGER[Throwing grenade; loud], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_GRENADE_CLOSE_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Grenade!"
Subtitles[0]=(Text="Grenade!")
Comment="Notes[], TRIGGER[Grenade is landing close; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_GRENADE_CLOSE_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Grenade!"
Subtitles[0]=(Text="Grenade!")
Comment="Notes[], TRIGGER[Grenade is landing close; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_GRENADE_CLOSE_001_C SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Grenade!"
Subtitles[0]=(Text="Grenade!")
Comment="Notes[], TRIGGER[Grenade is landing close; loud shout with a breath drawn first], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_GRENADE_CLOSE_001_D SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Grenade!"
Subtitles[0]=(Text="Grenade!")
Comment="Notes[], TRIGGER[Grenade is landing close; loud shout with a breath drawn first], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_GRENADE_CLOSE_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="What the—"
Subtitles[0]=(Text="What the—")
Comment="Notes[], TRIGGER[Grenade is landing close; surprised, angry], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_GRENADE_CLOSE_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="What the—"
Subtitles[0]=(Text="What the—")
Comment="Notes[], TRIGGER[Grenade is landing close; surprised, angry], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_GRENADE_CLOSE_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Did you hear that?!"
Subtitles[0]=(Text="Did you hear that?!")
Comment="Notes[], TRIGGER[Grenade is landing close; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_GRENADE_CLOSE_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Did you hear that?!"
Subtitles[0]=(Text="Did you hear that?!")
Comment="Notes[], TRIGGER[Grenade is landing close; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_GRENADE_CLOSE_003_C SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Did you hear that?!"
Subtitles[0]=(Text="Did you hear that?!")
Comment="Notes[], TRIGGER[Grenade is landing close; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_GRENADE_CLOSE_004_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Huh—oh, no!"
Subtitles[0]=(Text="Huh—oh, no!")
Comment="Notes[], TRIGGER[Grenade is landing close; first part is curious, then shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_GRENADE_CLOSE_004_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Huh? Oh, no!"
Subtitles[0]=(Text="Huh? Oh, no!")
Comment="Notes[], TRIGGER[Grenade is landing close; first part is curious, then shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_GRENADE_CLOSE_004_C SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Huh? Oh, no!"
Subtitles[0]=(Text="Huh? Oh, no!")
Comment="Notes[], TRIGGER[Grenade is landing close; first part is curious, then shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_GRENADE_CLOSE_004_D SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Huh? Uh, uh, uh, no!"
Subtitles[0]=(Text="Huh? Uh, uh, uh, no!")
Comment="Notes[], TRIGGER[Grenade is landing close; first part is curious, then frightened shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_GRENADE_CLOSE_005_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Move, move, move!"
Subtitles[0]=(Text="Move, move, move!")
Comment="Notes[], TRIGGER[Grenade is landing close; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_GRENADE_CLOSE_005_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Move, move, move!"
Subtitles[0]=(Text="Move, move, move!")
Comment="Notes[], TRIGGER[Grenade is landing close; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_GRENADE_CLOSE_006_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Get down!"
Subtitles[0]=(Text="Get down!")
Comment="Notes[], TRIGGER[Grenade is landing close; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_HELPING_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Suppressing fire!"
Subtitles[0]=(Text="Suppressing fire!")
Comment="Notes[], TRIGGER[Helping another soldier; loud], GLOSSARY[\"Suppressing fire\" means \"weapons fire with the primary goal of reducing enemies' ability to defend themselves, by forcing them to remain under cover.\"]"

[Paramilitary2.PARA2_CHATTER_HELPING_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Suppressing fire!"
Subtitles[0]=(Text="Suppressing fire!")
Comment="Notes[], TRIGGER[Helping another soldier; loud], GLOSSARY[\"Suppressing fire\" means \"weapons fire with the primary goal of reducing enemies' ability to defend themselves, by forcing them to remain under cover.\"]"

[Paramilitary2.PARA2_CHATTER_HELPING_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm on it!"
Subtitles[0]=(Text="I'm on it!")
Comment="Notes[], TRIGGER[Helping another soldier; loud], GLOSSARY[\"I'm on it!\" means \"I'm taking care of it!\"]"

[Paramilitary2.PARA2_CHATTER_HELPING_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm on it!"
Subtitles[0]=(Text="I'm on it!")
Comment="Notes[], TRIGGER[Helping another soldier; loud], GLOSSARY[\"I'm on it!\" means \"I'm taking care of it!\"]"

[Paramilitary2.PARA2_CHATTER_HELPING_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="On it!"
Subtitles[0]=(Text="On it!")
Comment="Notes[], TRIGGER[Helping another soldier; shout], GLOSSARY[\"On it!\" means \"I'm taking care of it!\"]"

[Paramilitary2.PARA2_CHATTER_HELPING_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="On it!"
Subtitles[0]=(Text="On it!")
Comment="Notes[], TRIGGER[Helping another soldier; loud], GLOSSARY[\"On it!\" means \"I'm taking care of it!\"]"

[Paramilitary2.PARA2_CHATTER_MOVE_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Move!"
Subtitles[0]=(Text="Move!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_MOVE_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Move!"
Subtitles[0]=(Text="Move!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_MOVE_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Let's move it!"
Subtitles[0]=(Text="Let's move it!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[\"Let's move it\" here means \"Let's move quickly!\"]"

[Paramilitary2.PARA2_CHATTER_MOVE_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Let's move it!"
Subtitles[0]=(Text="Let's move it!")
Comment="Notes[], TRIGGER[Getting soldiers moving; loud], GLOSSARY[\"Let's move it\" here means \"Let's move quickly!\"]"

[Paramilitary2.PARA2_CHATTER_MOVE_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Get into position!"
Subtitles[0]=(Text="Get into position!")
Comment="Notes[], TRIGGER[Getting soldiers moving; loud], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_MOVE_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Get into position!"
Subtitles[0]=(Text="Get into position!")
Comment="Notes[], TRIGGER[Getting soldiers moving; loud], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_MOVE_004_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fan out!"
Subtitles[0]=(Text="Fan out!")
Comment="Notes[], TRIGGER[Getting soldiers moving; loud], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_MOVE_004_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fan out!"
Subtitles[0]=(Text="Fan out!")
Comment="Notes[], TRIGGER[Getting soldiers moving; loud], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_MOVE_005_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Spread out!"
Subtitles[0]=(Text="Spread out!")
Comment="Notes[], TRIGGER[Getting soldiers moving; loud], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_MOVE_005_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Spread out!"
Subtitles[0]=(Text="Spread out!")
Comment="Notes[], TRIGGER[Getting soldiers moving; loud], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_MOVE_006_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Move out!"
Subtitles[0]=(Text="Move out!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_MOVE_006_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Move out!"
Subtitles[0]=(Text="Move out!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_MOVE_007_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Scatter!"
Subtitles[0]=(Text="Scatter!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_MOVE_007_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Scatter!"
Subtitles[0]=(Text="Scatter!")
Comment="Notes[], TRIGGER[Getting soldiers moving; loud], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_MOVE_008_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Regroup!"
Subtitles[0]=(Text="Regroup!")
Comment="Notes[], TRIGGER[Getting soldiers moving; loud], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_MOVE_008_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Regroup!"
Subtitles[0]=(Text="Regroup!")
Comment="Notes[], TRIGGER[Getting soldiers moving; loud], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_NEED_HELP_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Backup!"
Subtitles[0]=(Text="Backup!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[\"Backup!\" here means \"We need support!\"]"

[Paramilitary2.PARA2_CHATTER_NEED_HELP_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Backup!"
Subtitles[0]=(Text="Backup!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[\"Backup!\" here means \"We need support!\"]"

[Paramilitary2.PARA2_CHATTER_NEED_HELP_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We need backup!"
Subtitles[0]=(Text="We need backup!")
Comment="Notes[], TRIGGER[Needing help; loud], GLOSSARY[\"We need backup!\" here means \"We need support!\"]"

[Paramilitary2.PARA2_CHATTER_NEED_HELP_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We need backup!"
Subtitles[0]=(Text="We need backup!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[\"We need backup!\" here means \"We need support!\"]"

[Paramilitary2.PARA2_CHATTER_NEED_HELP_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I need backup!"
Subtitles[0]=(Text="I need backup!")
Comment="Notes[], TRIGGER[Needing help; loud], GLOSSARY[\"I need backup!\" here means \"I need support!\"]"

[Paramilitary2.PARA2_CHATTER_NEED_HELP_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I need backup!"
Subtitles[0]=(Text="I need backup!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[\"I need backup!\" here means \"I need support!\"]"

[Paramilitary2.PARA2_CHATTER_NEED_HELP_004_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Reinforcements!"
Subtitles[0]=(Text="Reinforcements!")
Comment="Notes[], TRIGGER[Needing help; loud], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_NEED_HELP_004_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Reinforcements!"
Subtitles[0]=(Text="Reinforcements!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_NEED_HELP_005_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Call in reinforcements!"
Subtitles[0]=(Text="Call in reinforcements!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_NEED_HELP_005_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Call in reinforcements!"
Subtitles[0]=(Text="Call in reinforcements!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_NEED_HELP_006_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Help!"
Subtitles[0]=(Text="Help!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_NEED_HELP_006_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Help!"
Subtitles[0]=(Text="Help!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_NEED_HELP_007_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I need help!"
Subtitles[0]=(Text="I need help!")
Comment="Notes[], TRIGGER[Needing help; loud], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_NEED_HELP_007_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I need help!"
Subtitles[0]=(Text="I need help!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_NEED_HELP_008_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm hit!"
Subtitles[0]=(Text="I'm hit!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_NEED_HELP_008_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm hit!"
Subtitles[0]=(Text="I'm hit!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_NEED_HELP_009_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm hit! I'm hit!"
Subtitles[0]=(Text="I'm hit! I'm hit!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_NEED_HELP_009_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm hit! I'm hit!"
Subtitles[0]=(Text="I'm hit! I'm hit!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_RELOAD_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Reloading!"
Subtitles[0]=(Text="Reloading!")
Comment="Notes[], TRIGGER[Reloading; loud], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_RELOAD_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Reloading!"
Subtitles[0]=(Text="Reloading!")
Comment="Notes[], TRIGGER[Reloading; loud], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_RELOAD_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm out!"
Subtitles[0]=(Text="I'm out!")
Comment="Notes[], TRIGGER[Reloading; loud], GLOSSARY[\"I'm out\" here means \"I have no more ammunition.\"]"

[Paramilitary2.PARA2_CHATTER_RELOAD_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm out!"
Subtitles[0]=(Text="I'm out!")
Comment="Notes[], TRIGGER[Reloading; loud], GLOSSARY[\"I'm out\" here means \"I have no more ammunition.\"]"

[Paramilitary2.PARA2_CHATTER_RELOAD_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Cover me!"
Subtitles[0]=(Text="Cover me!")
Comment="Notes[], TRIGGER[Reloading; loud], GLOSSARY[\"Cover me\" is a military term asking a comrade to fire at the enemy in a way that makes it difficult for the enemy to shoot at you.]"

[Paramilitary2.PARA2_CHATTER_RELOAD_003_b SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Cover me!"
Subtitles[0]=(Text="Cover me!")
Comment="Notes[], TRIGGER[Reloading; shout], GLOSSARY[\"Cover me\" is a military term asking a comrade to fire at the enemy in a way that makes it difficult for the enemy to shoot at you.]"

[Paramilitary2.PARA2_CHATTER_TAKE_COVER_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Take cover!"
Subtitles[0]=(Text="Take cover!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_TAKE_COVER_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Take cover!"
Subtitles[0]=(Text="Take cover!")
Comment="Notes[], TRIGGER[Moving to cover; loud], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_TAKE_COVER_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Get down!"
Subtitles[0]=(Text="Get down!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_TAKE_COVER_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Get down!"
Subtitles[0]=(Text="Get down!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_TAKE_COVER_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Move to cover!"
Subtitles[0]=(Text="Move to cover!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_TAKE_COVER_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Move to cover!"
Subtitles[0]=(Text="Move to cover!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_TAKE_COVER_004_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Go, go, go!"
Subtitles[0]=(Text="Go, go, go!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_TAKE_COVER_004_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Go, go, go!"
Subtitles[0]=(Text="Go, go, go!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_TAKE_COVER_004_C SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Go, go, go!"
Subtitles[0]=(Text="Go, go, go!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_TAKE_COVER_005_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Flank him!"
Subtitles[0]=(Text="Flank him!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[\"Flank him\" means \"come up beside him.\"]"

[Paramilitary2.PARA2_CHATTER_TAKE_COVER_005_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Flank him!"
Subtitles[0]=(Text="Flank him!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[\"Flank him\" means \"come up beside him.\"]"

[Paramilitary2.PARA2_CHATTER_TAKE_COVER_006_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Get in cover!"
Subtitles[0]=(Text="Get in cover!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_TAKE_COVER_006_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Get in cover!"
Subtitles[0]=(Text="Get in cover!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_TAKE_COVER_007_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Pull back!"
Subtitles[0]=(Text="Pull back!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_TAKE_COVER_007_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Pull back!"
Subtitles[0]=(Text="Pull back!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_UNDER_FIRE_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Under fire!"
Subtitles[0]=(Text="Under fire!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_UNDER_FIRE_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Under fire!"
Subtitles[0]=(Text="Under fire!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_UNDER_FIRE_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We're under fire!"
Subtitles[0]=(Text="We're under fire!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_UNDER_FIRE_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We're under fire!"
Subtitles[0]=(Text="We're under fire!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_UNDER_FIRE_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm under fire!"
Subtitles[0]=(Text="I'm under fire!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_UNDER_FIRE_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm under fire!"
Subtitles[0]=(Text="I'm under fire!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_UNDER_FIRE_004_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm pinned down!"
Subtitles[0]=(Text="I'm pinned down!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[\"Pinned down\" here means \"unable to move without being shot.\"]"

[Paramilitary2.PARA2_CHATTER_UNDER_FIRE_004_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm pinned down!"
Subtitles[0]=(Text="I'm pinned down!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[\"Pinned down\" here means \"unable to move without being shot.\"]"

[Paramilitary2.PARA2_CHATTER_UNDER_FIRE_005_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Incoming!"
Subtitles[0]=(Text="Incoming!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[]"

[Paramilitary2.PARA2_CHATTER_UNDER_FIRE_005_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Incoming!"
Subtitles[0]=(Text="Incoming!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[]"

[Paramilitary3.PARA3_01_01_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="What the hell—!"
Subtitles[0]=(Text="What the hell—!")
Comment="Notes[], TRIGGER[Dallas moves to the attack. He encounters a series of paramilitary-clad individuals who fire on him; he returns fire. He is aided by black-clad Secret Service operatives, a number of whom are being shot down by the paramilitary guys. Intermingled and intercut is the following.], GLOSSARY[]"

[Paramilitary3.PARA3_01_02_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="New target acquired!"
Subtitles[0]=(Text="New target acquired!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"New target acquired\" is military jargon that means \"I have aimed at and targeted a new enemy.\"]"

[Paramilitary3.PARA3_01_03_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Operative in V4 armor! All units, converge!"
Subtitles[0]=(Text="Operative in V4 armor! All units, converge!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Operative\" here means \"soldier.\" \"V4\" is short for \"version 4.\"]"

[Paramilitary3.PARA3_01_04_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fall back!"
Subtitles[0]=(Text="Fall back!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Fall back\" means \"retreat from this position.\"]"

[Paramilitary3.PARA3_01_05_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Aim for weak spots!"
Subtitles[0]=(Text="Aim for weak spots!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary3.PARA3_01_06_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="What weak spots?"
Subtitles[0]=(Text="What weak spots?")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary3.PARA3_05_05_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="There he is!"
Subtitles[0]=(Text="There he is!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary3.PARA3_05_06_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Visual sighting!"
Subtitles[0]=(Text="Visual sighting!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary3.PARA3_05_07_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target's on the move!"
Subtitles[0]=(Text="Target's on the move!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary3.PARA3_05_08_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target is armed. Repeat, armed!"
Subtitles[0]=(Text="Target is armed. Repeat, armed!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary3.PARA3_05_09_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He's here! He's here!"
Subtitles[0]=(Text="He's here! He's here!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary3.PARA3_05_10_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm hit!"
Subtitles[0]=(Text="I'm hit!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary3.PARA3_05_10_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm hit!"
Subtitles[0]=(Text="I'm hit!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary3.PARA3_05_11_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Take him down!"
Subtitles[0]=(Text="Take him down!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Take him down\" here means \"shoot at him and hit him such that he falls or is killed.\"]"

[Paramilitary3.PARA3_05_12_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Where is he?"
Subtitles[0]=(Text="Where is he?")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary3.PARA3_05_13_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fan out! Find him!"
Subtitles[0]=(Text="Fan out! Find him!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary3.PARA3_05_14_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target located!"
Subtitles[0]=(Text="Target located!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary3.PARA3_05_15_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Attack formation!"
Subtitles[0]=(Text="Attack formation!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Attack formation\" is an order indicating the group should form up for an attack.]"

[Paramilitary3.PARA3_05_16_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Pin him down!"
Subtitles[0]=(Text="Pin him down!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Pin him down\" here means \"fire at him so that he cannot move from his place.\"]"

[Paramilitary3.PARA3_07_01 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Down here! He's down here!"
Subtitles[0]=(Text="Down here! He's down here!")
Comment="Notes[], TRIGGER[END CUT SCENE 7. Jason continues battling opponents.], GLOSSARY[]"

[Paramilitary3.PARA3_07_02 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target acquired!"
Subtitles[0]=(Text="Target acquired!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Target acquired\" is military jargon that means \"I have aimed at and targeted an enemy.\"]"

[Paramilitary3.PARA3_07_03_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Spread out!"
Subtitles[0]=(Text="Spread out!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary3.PARA3_07_04_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Two by two formation!"
Subtitles[0]=(Text="Two by two formation!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Two by two formation\" means a formation where two soldiers are abreast.]"

[Paramilitary3.PARA3_07_05_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Come around!"
Subtitles[0]=(Text="Come around!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary3.PARA3_07_06_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Cut him off!"
Subtitles[0]=(Text="Cut him off!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Cut him off\" here means \"get in his way so that he can't escape.\"]"

[Paramilitary3.PARA3_07_07_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We've lost target!"
Subtitles[0]=(Text="We've lost target!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary3.PARA3_07_08_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Reacquire, reacquire!"
Subtitles[0]=(Text="Reacquire, reacquire!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Reacquire\" here means \"find the target again.\"]"

[Paramilitary3.PARA3_09_04_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="All units converge!"
Subtitles[0]=(Text="All units converge!")
Comment="Notes[], TRIGGER[In battle…], GLOSSARY[]"

[Paramilitary3.PARA3_09_05_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Cut him off!"
Subtitles[0]=(Text="Cut him off!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Cut him off\" here means \"get in his way so that he can't escape.\"]"

[Paramilitary3.PARA3_09_06_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Take him!"
Subtitles[0]=(Text="Take him!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Take him\" here means \"shoot at him and hit him such that he falls or is killed.\"]"

[Paramilitary3.PARA3_09_07_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Lay down suppressing fire!"
Subtitles[0]=(Text="Lay down suppressing fire!")
Comment="Notes[], TRIGGER[], GLOSSARY[To \"lay down suppressing fire\" means to \"Fire at the enemy with the primary goal of reducing their ability to defend themselves, by forcing them to remain under cover.\"]"

[Paramilitary3.PARA3_09_08_C SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He's heading toward you!"
Subtitles[0]=(Text="He's heading toward you!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary3.PARA3_09_09_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Lock him down!"
Subtitles[0]=(Text="Lock him down!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Lock him down\" here means \"force him to stay in place.\"]"

[Paramilitary3.PARA3_10_01 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Intruder alert! There he is!"
Subtitles[0]=(Text="Intruder alert! There he is!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary3.PARA3_11_02 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="There he is! Take him!"
Subtitles[0]=(Text="There he is! Take him!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Take him\" here means \"shoot at him and hit him such that he falls or is killed.\"]"

[Paramilitary3.PARA3_11_03 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="How did he—?"
Subtitles[0]=(Text="How did he—?")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary3.PARA3_11_04 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He has a jetpack!"
Subtitles[0]=(Text="He has a jetpack!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary3.PARA3_11_05 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Inform C and C!"
Subtitles[0]=(Text="Inform C and C!")
Comment="Notes[], TRIGGER[], GLOSSARY[C and C stands for \"Command and Control,\" a secure room in a military facility that operates as the dispatch and surveillance monitoring center, and here means the people running that room. ]"

[Paramilitary3.PARA3_11_06 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target him! Target him!"
Subtitles[0]=(Text="Target him! Target him!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary3.PARA3_11_07 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target's moving too fast!"
Subtitles[0]=(Text="Target's moving too fast!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary3.PARA3_11_08_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He's in the treatment facility!"
Subtitles[0]=(Text="He's in the treatment facility!")
Comment="Notes[], TRIGGER[Jason makes it to the water treatment/lake draining facility, where even more paramilitaries are moving in on him.], GLOSSARY[\"Treatment facility\" here is the water treatment facility.]"

[Paramilitary3.PARA3_11_09_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Block all exits! Pin him down!"
Subtitles[0]=(Text="Block all exits! Pin him down!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Pin him down\" here means \"make sure that he cannot leave this place.\"]"

[Paramilitary3.PARA3_11_10_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Cut him off!"
Subtitles[0]=(Text="Cut him off!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Cut him off\" here means \"get in his way so that he can't escape.\"]"

[Paramilitary3.PARA3_11_11_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Lay down crossfire!"
Subtitles[0]=(Text="Lay down crossfire!")
Comment="Notes[], TRIGGER[], GLOSSARY[To \"lay down crossfire\" means to fire such that lines of fire from two or more positions cross through the same area.]"

[Paramilitary3.PARA3_11_12_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Send in a tank!"
Subtitles[0]=(Text="Send in a tank!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary3.PARA3_11_13_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Keep all fire away from the pipes! Don't flood the place!"
Subtitles[0]=(Text="Keep all fire away from the pipes! Don't flood the place!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary3.PARA3_11_13A_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Surrender immediately!"
Subtitles[0]=(Text="Surrender immediately!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary3.PARA3_12_01 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Behind you!"
Subtitles[0]=(Text="Behind you!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Behind you!\" is a warning that the enemy is behind you.]"

[Paramilitary3.PARA3_12_02 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Command and Control! We have the intruder! He's in the factory!"
Subtitles[0]=(Text="Command and Control! We have the intruder! He's in the factory!")
Comment="Notes[], TRIGGER[Jason is under fire. He battles back.], GLOSSARY[Command and Control here means the personnel running the secure room that operates as the dispatch and surveillance monitoring center.]"

[Paramilitary3.PARA3_12_03_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Immobilize him!"
Subtitles[0]=(Text="Immobilize him!")
Comment="Notes[], TRIGGER[The paramilitaries are attempting to use the foam guns to immobilize Jason.], GLOSSARY[]"

[Paramilitary3.PARA3_12_04_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Take him!"
Subtitles[0]=(Text="Take him!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Take him\" here means \"shoot at him and hit him such that he falls or is killed.\"]"

[Paramilitary3.PARA3_12_05_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Cut him off!"
Subtitles[0]=(Text="Cut him off!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Cut him off\" here means \"get in his way so that he can't escape.\"]"

[Paramilitary3.PARA3_12_06 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Take him down!"
Subtitles[0]=(Text="Take him down!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Take him down\" here means \"shoot at him and hit him such that he falls or is killed.\"]"

[Paramilitary3.PARA3_13_01 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="What, is this guy everywhere?!"
Subtitles[0]=(Text="What, is this guy everywhere?!")
Comment="Notes[], TRIGGER[Jason makes his way to an even more secure area where the V5 armor is being stored. Paramilitaries are between him and the armor.], GLOSSARY[]"

[Paramilitary3.PARA3_13_02 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Keep him away from the V5! Call in air support!"
Subtitles[0]=(Text="Keep him away from the V5! Call in air support!")
Comment="Notes[], TRIGGER[], GLOSSARY[V5 stands for \"version 5.\" \"Air support\" means military support by plane or helicopter.]"

[Paramilitary3.PARA3_19_01 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="The V5 is back!"
Subtitles[0]=(Text="The V5 is back!")
Comment="Notes[], TRIGGER[], GLOSSARY[V5 stands for \"version 5.\"]"

[Paramilitary3.PARA3_19_02_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="All units deploy!"
Subtitles[0]=(Text="All units deploy!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary3.PARA3_19_03_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Stop him!"
Subtitles[0]=(Text="Stop him!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary3.PARA3_19_04_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Scramble, scramble!"
Subtitles[0]=(Text="Scramble, scramble!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary3.PARA3_19_05_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Take him down! Take him down!"
Subtitles[0]=(Text="Take him down! Take him down!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Take him down\" here means \"shoot at him and hit him such that he falls or is killed.\"]"

[Paramilitary3.PARA3_19_06_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fall back!"
Subtitles[0]=(Text="Fall back!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Fall back\" means \"retreat from this position.\"]"

[Paramilitary3.PARA3_CHATTER_ENEMY_DEAD_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target neutralized!"
Subtitles[0]=(Text="Target neutralized!")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[Target neutralized is military jargon that means \"target is dead.\"]"

[Paramilitary3.PARA3_CHATTER_ENEMY_DEAD_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target neutralized!"
Subtitles[0]=(Text="Target neutralized!")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[Target neutralized is military jargon that means \"target is dead.\"]"

[Paramilitary3.PARA3_CHATTER_ENEMY_DEAD_001_C SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target neutralized."
Subtitles[0]=(Text="Target neutralized.")
Comment="Notes[], TRIGGER[Enemy is dead; conversational], GLOSSARY[Target neutralized is military jargon that means \"target is dead.\"]"

[Paramilitary3.PARA3_CHATTER_ENEMY_DEAD_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We got 'im!"
Subtitles[0]=(Text="We got 'im!")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[Here, 'im is short for \"him.\"]"

[Paramilitary3.PARA3_CHATTER_ENEMY_DEAD_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We got 'im!"
Subtitles[0]=(Text="We got 'im!")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[Here, 'im is short for \"him.\"]"

[Paramilitary3.PARA3_CHATTER_ENEMY_DEAD_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Threat eliminated."
Subtitles[0]=(Text="Threat eliminated.")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_ENEMY_DEAD_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Threat eliminated."
Subtitles[0]=(Text="Threat eliminated.")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_ENEMY_DEAD_004_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He's down!"
Subtitles[0]=(Text="He's down!")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_ENEMY_DEAD_004_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He's down!"
Subtitles[0]=(Text="He's down!")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_ENEMY_DEAD_005_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Sector clear."
Subtitles[0]=(Text="Sector clear.")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_ENEMY_DEAD_005_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Sector clear!"
Subtitles[0]=(Text="Sector clear!")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_ENEMY_DEAD_006_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="This sector is clear."
Subtitles[0]=(Text="This sector is clear.")
Comment="Notes[], TRIGGER[Enemy is dead; conversational], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_ENEMY_DEAD_006_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="This sector is clear! "
Subtitles[0]=(Text="This sector is clear! ")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_ENEMY_LOST_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Where'd he go?!"
Subtitles[0]=(Text="Where'd he go?!")
Comment="Notes[], TRIGGER[Enemy target was lost; loud, fearful], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_ENEMY_LOST_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Where'd he go?!"
Subtitles[0]=(Text="Where'd he go?!")
Comment="Notes[], TRIGGER[Enemy target was lost; loud, fearful], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_ENEMY_LOST_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We've lost the target!"
Subtitles[0]=(Text="We've lost the target!")
Comment="Notes[], TRIGGER[Enemy target was lost; loud, somewhat desperate], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_ENEMY_LOST_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We've lost the target! "
Subtitles[0]=(Text="We've lost the target! ")
Comment="Notes[], TRIGGER[Enemy target was lost; loud, somewhat desperate], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_ENEMY_LOST_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We've lost him!"
Subtitles[0]=(Text="We've lost him!")
Comment="Notes[], TRIGGER[Enemy target was lost; loud], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_ENEMY_LOST_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We've lost him! "
Subtitles[0]=(Text="We've lost him! ")
Comment="Notes[], TRIGGER[Enemy target was lost; loud], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_ENEMY_LOST_004_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Find him!"
Subtitles[0]=(Text="Find him!")
Comment="Notes[], TRIGGER[Enemy target was lost; loud], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_ENEMY_LOST_004_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Find him!"
Subtitles[0]=(Text="Find him!")
Comment="Notes[], TRIGGER[Enemy target was lost; loud], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_ENEMY_LOST_005_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Where is he!"
Subtitles[0]=(Text="Where is he!")
Comment="Notes[], TRIGGER[Enemy target was lost; loud], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_ENEMY_LOST_005_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Where is he!"
Subtitles[0]=(Text="Where is he!")
Comment="Notes[], TRIGGER[Enemy target was lost; loud], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_ENEMY_LOST_006_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He can't have gone far!"
Subtitles[0]=(Text="He can't have gone far!")
Comment="Notes[], TRIGGER[Enemy target was lost; loud], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_ENEMY_LOST_006_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He can't have gone far! "
Subtitles[0]=(Text="He can't have gone far! ")
Comment="Notes[], TRIGGER[Enemy target was lost; loud], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_ENEMY_LOST_007_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Don't let him escape!"
Subtitles[0]=(Text="Don't let him escape!")
Comment="Notes[], TRIGGER[Enemy target was lost; loud], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_ENEMY_LOST_007_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Don't let him escape!"
Subtitles[0]=(Text="Don't let him escape!")
Comment="Notes[], TRIGGER[Enemy target was lost; loud], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_ENEMY_LOST_008_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He's flanking—watch the sides!"
Subtitles[0]=(Text="He's flanking—watch the sides!")
Comment="Notes[], TRIGGER[Enemy target was lost; loud], GLOSSARY[\"Flanking\" means coming up on the side.]"

[Paramilitary3.PARA3_CHATTER_ENEMY_LOST_008_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He's flanking—watch the sides! "
Subtitles[0]=(Text="He's flanking—watch the sides! ")
Comment="Notes[], TRIGGER[Enemy target was lost; loud], GLOSSARY[\"Flanking\" means coming up on the side.]"

[Paramilitary3.PARA3_CHATTER_ENGAGE_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Engage enemy!"
Subtitles[0]=(Text="Engage enemy!")
Comment="Notes[], TRIGGER[Engaging enemy; loud], GLOSSARY[\"Engage enemy\" is military jargon that means \"attack enemy.\"]"

[Paramilitary3.PARA3_CHATTER_ENGAGE_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Engage enemy!"
Subtitles[0]=(Text="Engage enemy!")
Comment="Notes[], TRIGGER[Engaging enemy; loud], GLOSSARY[\"Engage enemy\" is military jargon that means \"attack enemy.\"]"

[Paramilitary3.PARA3_CHATTER_ENGAGE_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Enemy sighted!"
Subtitles[0]=(Text="Enemy sighted!")
Comment="Notes[], TRIGGER[Engaging enemy; loud], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_ENGAGE_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Enemy sighted! "
Subtitles[0]=(Text="Enemy sighted! ")
Comment="Notes[], TRIGGER[Engaging enemy; loud], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_ENGAGE_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Enemy spotted!"
Subtitles[0]=(Text="Enemy spotted!")
Comment="Notes[], TRIGGER[Engaging enemy; loud], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_ENGAGE_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Enemy spotted! "
Subtitles[0]=(Text="Enemy spotted! ")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_ENGAGE_004_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target acquired!"
Subtitles[0]=(Text="Target acquired!")
Comment="Notes[], TRIGGER[Engaging enemy; loud], GLOSSARY[\"Target acquired\" is military jargon that means \"I have aimed at and targeted an enemy.\"]"

[Paramilitary3.PARA3_CHATTER_ENGAGE_004_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target acquired! "
Subtitles[0]=(Text="Target acquired! ")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[\"Target acquired\" is military jargon that means \"I have aimed at and targeted an enemy.\"]"

[Paramilitary3.PARA3_CHATTER_ENGAGE_005_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Hostile located!"
Subtitles[0]=(Text="Hostile located!")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[\"Hostile\" is military jargon for \"enemy.\"]"

[Paramilitary3.PARA3_CHATTER_ENGAGE_005_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Hostile located!"
Subtitles[0]=(Text="Hostile located!")
Comment="Notes[], TRIGGER[Engaging enemy; loud, warning], GLOSSARY[\"Hostile\" is military jargon for \"enemy.\"]"

[Paramilitary3.PARA3_CHATTER_ENGAGE_006_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We're under attack!"
Subtitles[0]=(Text="We're under attack!")
Comment="Notes[], TRIGGER[Engaging enemy; loud], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_ENGAGE_006_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We're under attack!"
Subtitles[0]=(Text="We're under attack!")
Comment="Notes[], TRIGGER[Engaging enemy; loud], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_ENGAGE_007_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="There he is!"
Subtitles[0]=(Text="There he is!")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_ENGAGE_007_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="There he is!"
Subtitles[0]=(Text="There he is!")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_ENGAGE_008_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We've found the intruder!"
Subtitles[0]=(Text="We've found the intruder!")
Comment="Notes[], TRIGGER[Engaging enemy; loud], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_ENGAGE_008_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We've found the intruder! "
Subtitles[0]=(Text="We've found the intruder! ")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_FIRE_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fire!"
Subtitles[0]=(Text="Fire!")
Comment="Notes[], TRIGGER[Firing on enemy; loud], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_FIRE_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fire!"
Subtitles[0]=(Text="Fire!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_FIRE_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Open fire!"
Subtitles[0]=(Text="Open fire!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_FIRE_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Open fire!"
Subtitles[0]=(Text="Open fire!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_FIRE_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Cover fire!"
Subtitles[0]=(Text="Cover fire!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[\"Cover fire\" is a military term for weapons fire that makes it difficult for the enemy to shoot at you. Here, the soldier is asking for such fire.]"

[Paramilitary3.PARA3_CHATTER_FIRE_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Cover fire!"
Subtitles[0]=(Text="Cover fire!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[\"Cover fire\" is a military term for weapons fire that makes it difficult for the enemy to shoot at you. Here, the soldier is asking for such fire.]"

[Paramilitary3.PARA3_CHATTER_FIRE_004_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Weapons free!"
Subtitles[0]=(Text="Weapons free!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[\"Weapons free\" is a military order indicating that weapons may only be fired at targets not known to be friendly.]"

[Paramilitary3.PARA3_CHATTER_FIRE_004_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Weapons free!"
Subtitles[0]=(Text="Weapons free!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[\"Weapons free\" is a military order indicating that weapons may only be fired at targets not known to be friendly.]"

[Paramilitary3.PARA3_CHATTER_FIRE_005_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fire at will!"
Subtitles[0]=(Text="Fire at will!")
Comment="Notes[], TRIGGER[Firing on enemy; loud], GLOSSARY[\"Fire at will\" is military jargon that means \"fire whenever you want to.\"]"

[Paramilitary3.PARA3_CHATTER_FIRE_005_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fire at will!"
Subtitles[0]=(Text="Fire at will!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[\"Fire at will\" is military jargon that means \"fire whenever you want to.\"]"

[Paramilitary3.PARA3_CHATTER_FIRE_006_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Engaging!"
Subtitles[0]=(Text="Engaging!")
Comment="Notes[], TRIGGER[Firing on enemy; loud], GLOSSARY[\"Engaging\" is military jargon that means \"attacking.\"]"

[Paramilitary3.PARA3_CHATTER_FIRE_006_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Engaging!"
Subtitles[0]=(Text="Engaging!")
Comment="Notes[], TRIGGER[Firing on enemy; loud, warning], GLOSSARY[\"Engaging\" is military jargon that means \"attacking.\"]"

[Paramilitary3.PARA3_CHATTER_FIRE_007_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Keep him pinned!"
Subtitles[0]=(Text="Keep him pinned!")
Comment="Notes[], TRIGGER[Firing on enemy; loud], GLOSSARY[\"Keep him pinned\" here means \"fire at him so that he cannot move from his place.\"]"

[Paramilitary3.PARA3_CHATTER_FIRE_007_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Keep him pinned!"
Subtitles[0]=(Text="Keep him pinned!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[\"Keep him pinned\" here means \"fire at him so that he cannot move from his place.\"]"

[Paramilitary3.PARA3_CHATTER_GRENADE_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Grenade!"
Subtitles[0]=(Text="Grenade!")
Comment="Notes[], TRIGGER[Throwing grenade; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_GRENADE_001_C SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Grenade!"
Subtitles[0]=(Text="Grenade!")
Comment="Notes[], TRIGGER[Throwing grenade; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_GRENADE_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fire in the hole!"
Subtitles[0]=(Text="Fire in the hole!")
Comment="Notes[], TRIGGER[Throwing grenade; shout], GLOSSARY[\"Fire in the hole\" means that an explosive detonation in a confined space will occur soon.]"

[Paramilitary3.PARA3_CHATTER_GRENADE_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fire in the hole!"
Subtitles[0]=(Text="Fire in the hole!")
Comment="Notes[], TRIGGER[Throwing grenade; shout], GLOSSARY[\"Fire in the hole\" means that an explosive detonation in a confined space will occur soon.]"

[Paramilitary3.PARA3_CHATTER_GRENADE_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Everybody down!"
Subtitles[0]=(Text="Everybody down!")
Comment="Notes[], TRIGGER[Throwing grenade; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_GRENADE_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Everybody down!"
Subtitles[0]=(Text="Everybody down!")
Comment="Notes[], TRIGGER[Throwing grenade; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_GRENADE_CLOSE_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Grenade!"
Subtitles[0]=(Text="Grenade!")
Comment="Notes[], TRIGGER[Grenade is landing close; fearful shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_GRENADE_CLOSE_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Grenade!"
Subtitles[0]=(Text="Grenade!")
Comment="Notes[], TRIGGER[Grenade is landing close; fearful shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_GRENADE_CLOSE_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="What the—"
Subtitles[0]=(Text="What the—")
Comment="Notes[], TRIGGER[Grenade is landing close; fearful shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_GRENADE_CLOSE_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="What the—"
Subtitles[0]=(Text="What the—")
Comment="Notes[], TRIGGER[Grenade is landing close; fearful shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_GRENADE_CLOSE_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Did you hear that?!"
Subtitles[0]=(Text="Did you hear that?!")
Comment="Notes[], TRIGGER[Grenade is landing close; loud, fearful], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_GRENADE_CLOSE_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Did you hear that?!"
Subtitles[0]=(Text="Did you hear that?!")
Comment="Notes[], TRIGGER[Grenade is landing close; loud, fearful], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_GRENADE_CLOSE_004_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Huh, oh, oh no!"
Subtitles[0]=(Text="Huh, oh, oh no!")
Comment="Notes[], TRIGGER[Grenade is landing close; loud, fearful], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_GRENADE_CLOSE_004_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Oh! Ohhh, no!"
Subtitles[0]=(Text="Oh! Ohhh, no!")
Comment="Notes[], TRIGGER[Grenade is landing close; loud, fearful], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_GRENADE_CLOSE_005_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Move, move, move!"
Subtitles[0]=(Text="Move, move, move!")
Comment="Notes[], TRIGGER[Grenade is landing close; shout, fearful], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_GRENADE_CLOSE_005_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Move, move, move!"
Subtitles[0]=(Text="Move, move, move!")
Comment="Notes[], TRIGGER[Grenade is landing close; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_GRENADE_CLOSE_006_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Get down!"
Subtitles[0]=(Text="Get down!")
Comment="Notes[], TRIGGER[Grenade is landing close; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_GRENADE_CLOSE_006_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Get down!"
Subtitles[0]=(Text="Get down!")
Comment="Notes[], TRIGGER[Grenade is landing close; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_HELPING_001 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Surpressing fire!"
Subtitles[0]=(Text="Surpressing fire!")
Comment="Notes[Shouted], TRIGGER[], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_HELPING_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Suppressing fire!"
Subtitles[0]=(Text="Suppressing fire!")
Comment="Notes[], TRIGGER[Helping another soldier; shout], GLOSSARY[\"Suppressing fire\" means \"weapons fire with the primary goal of reducing enemies' ability to defend themselves, by forcing them to remain under cover.\"]"

[Paramilitary3.PARA3_CHATTER_HELPING_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm on it!"
Subtitles[0]=(Text="I'm on it!")
Comment="Notes[], TRIGGER[Helping another soldier; shout], GLOSSARY[\"I'm on it!\" means \"I'm taking care of it!\"]"

[Paramilitary3.PARA3_CHATTER_HELPING_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm on it!"
Subtitles[0]=(Text="I'm on it!")
Comment="Notes[], TRIGGER[Helping another soldier; shout], GLOSSARY[\"I'm on it!\" means \"I'm taking care of it!\"]"

[Paramilitary3.PARA3_CHATTER_HELPING_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="On it!"
Subtitles[0]=(Text="On it!")
Comment="Notes[], TRIGGER[Helping another soldier; shout], GLOSSARY[\"On it!\" means \"I'm taking care of it!\"]"

[Paramilitary3.PARA3_CHATTER_HELPING_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="On it!"
Subtitles[0]=(Text="On it!")
Comment="Notes[], TRIGGER[Helping another soldier; shout], GLOSSARY[\"On it!\" means \"I'm taking care of it!\"]"

[Paramilitary3.PARA3_CHATTER_MOVE_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Move!"
Subtitles[0]=(Text="Move!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_MOVE_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Move!"
Subtitles[0]=(Text="Move!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_MOVE_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Let's move it!"
Subtitles[0]=(Text="Let's move it!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[\"Let's move it\" here means \"Let's move quickly!\"]"

[Paramilitary3.PARA3_CHATTER_MOVE_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Let's move it!"
Subtitles[0]=(Text="Let's move it!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[\"Let's move it\" here means \"Let's move quickly!\"]"

[Paramilitary3.PARA3_CHATTER_MOVE_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Get into position!"
Subtitles[0]=(Text="Get into position!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_MOVE_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Get into position!"
Subtitles[0]=(Text="Get into position!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_MOVE_004_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fan out!"
Subtitles[0]=(Text="Fan out!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_MOVE_004_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fan out!"
Subtitles[0]=(Text="Fan out!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_MOVE_005_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Spread out!"
Subtitles[0]=(Text="Spread out!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_MOVE_005_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Spread out!"
Subtitles[0]=(Text="Spread out!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_MOVE_006_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Move out!"
Subtitles[0]=(Text="Move out!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_MOVE_006_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Move out!"
Subtitles[0]=(Text="Move out!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_MOVE_007_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Scatter!"
Subtitles[0]=(Text="Scatter!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_MOVE_007_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Scatter!"
Subtitles[0]=(Text="Scatter!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_MOVE_008_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Regroup!"
Subtitles[0]=(Text="Regroup!")
Comment="Notes[], TRIGGER[Getting soldiers moving; loud], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_MOVE_008_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Regroup!"
Subtitles[0]=(Text="Regroup!")
Comment="Notes[], TRIGGER[Getting soldiers moving; loud], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_NEED_HELP_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Backup!"
Subtitles[0]=(Text="Backup!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[\"Backup!\" here means \"We need support!\"]"

[Paramilitary3.PARA3_CHATTER_NEED_HELP_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Backup!"
Subtitles[0]=(Text="Backup!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[\"Backup!\" here means \"We need support!\"]"

[Paramilitary3.PARA3_CHATTER_NEED_HELP_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We need backup!"
Subtitles[0]=(Text="We need backup!")
Comment="Notes[], TRIGGER[Needing help; loud], GLOSSARY[\"We need backup!\" here means \"We need support!\"]"

[Paramilitary3.PARA3_CHATTER_NEED_HELP_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We need backup!"
Subtitles[0]=(Text="We need backup!")
Comment="Notes[], TRIGGER[Needing help; loud], GLOSSARY[\"We need backup!\" here means \"We need support!\"]"

[Paramilitary3.PARA3_CHATTER_NEED_HELP_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I need backup!"
Subtitles[0]=(Text="I need backup!")
Comment="Notes[], TRIGGER[Needing help; loud], GLOSSARY[\"I need backup!\" here means \"I need support!\"]"

[Paramilitary3.PARA3_CHATTER_NEED_HELP_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I need backup!"
Subtitles[0]=(Text="I need backup!")
Comment="Notes[], TRIGGER[Needing help; loud], GLOSSARY[\"I need backup!\" here means \"I need support!\"]"

[Paramilitary3.PARA3_CHATTER_NEED_HELP_004_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Reinforcements!"
Subtitles[0]=(Text="Reinforcements!")
Comment="Notes[], TRIGGER[Needing help; loud], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_NEED_HELP_004_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Reinforcements!"
Subtitles[0]=(Text="Reinforcements!")
Comment="Notes[], TRIGGER[Needing help; loud], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_NEED_HELP_005_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Call in reinforcements!"
Subtitles[0]=(Text="Call in reinforcements!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_NEED_HELP_005_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Call in reinforcements!"
Subtitles[0]=(Text="Call in reinforcements!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_NEED_HELP_006_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Help!"
Subtitles[0]=(Text="Help!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_NEED_HELP_006_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Help!"
Subtitles[0]=(Text="Help!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_NEED_HELP_007_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I need help!"
Subtitles[0]=(Text="I need help!")
Comment="Notes[], TRIGGER[Needing help; loud], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_NEED_HELP_007_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I need help!"
Subtitles[0]=(Text="I need help!")
Comment="Notes[], TRIGGER[Needing help; loud], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_NEED_HELP_008_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm hit!"
Subtitles[0]=(Text="I'm hit!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_NEED_HELP_008_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm hit!"
Subtitles[0]=(Text="I'm hit!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_NEED_HELP_009_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm hit! I'm hit!"
Subtitles[0]=(Text="I'm hit! I'm hit!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_NEED_HELP_009_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm hit! I'm hit!"
Subtitles[0]=(Text="I'm hit! I'm hit!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_RELOAD_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Reloading!"
Subtitles[0]=(Text="Reloading!")
Comment="Notes[], TRIGGER[Reloading; loud], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_RELOAD_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Reloading!"
Subtitles[0]=(Text="Reloading!")
Comment="Notes[], TRIGGER[Reloading; loud], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_RELOAD_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm out!"
Subtitles[0]=(Text="I'm out!")
Comment="Notes[], TRIGGER[Reloading; shout], GLOSSARY[\"I'm out\" here means \"I have no more ammunition.\"]"

[Paramilitary3.PARA3_CHATTER_RELOAD_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm out!"
Subtitles[0]=(Text="I'm out!")
Comment="Notes[], TRIGGER[Reloading; shout], GLOSSARY[\"I'm out\" here means \"I have no more ammunition.\"]"

[Paramilitary3.PARA3_CHATTER_RELOAD_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Cover me!"
Subtitles[0]=(Text="Cover me!")
Comment="Notes[], TRIGGER[Reloading; shout], GLOSSARY[\"Cover me\" is a military term asking a comrade to fire at the enemy in a way that makes it difficult for the enemy to shoot at you.]"

[Paramilitary3.PARA3_CHATTER_RELOAD_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Cover me!"
Subtitles[0]=(Text="Cover me!")
Comment="Notes[], TRIGGER[Reloading; shout], GLOSSARY[\"Cover me\" is a military term asking a comrade to fire at the enemy in a way that makes it difficult for the enemy to shoot at you.]"

[Paramilitary3.PARA3_CHATTER_TAKE_COVER_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Take cover!"
Subtitles[0]=(Text="Take cover!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_TAKE_COVER_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Take cover!"
Subtitles[0]=(Text="Take cover!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_TAKE_COVER_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Get down!"
Subtitles[0]=(Text="Get down!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_TAKE_COVER_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Get down!"
Subtitles[0]=(Text="Get down!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_TAKE_COVER_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Move to cover!"
Subtitles[0]=(Text="Move to cover!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_TAKE_COVER_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Move to cover!"
Subtitles[0]=(Text="Move to cover!")
Comment="Notes[], TRIGGER[Moving to cover; loud], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_TAKE_COVER_004_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Go, go, go!"
Subtitles[0]=(Text="Go, go, go!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_TAKE_COVER_004_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Go, go, go!"
Subtitles[0]=(Text="Go, go, go!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_TAKE_COVER_005_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Flank him!"
Subtitles[0]=(Text="Flank him!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[\"Flank him\" means \"come up beside him.\"]"

[Paramilitary3.PARA3_CHATTER_TAKE_COVER_005_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Flank him!"
Subtitles[0]=(Text="Flank him!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[\"Flank him\" means \"come up beside him.\"]"

[Paramilitary3.PARA3_CHATTER_TAKE_COVER_006_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Get in cover!"
Subtitles[0]=(Text="Get in cover!")
Comment="Notes[], TRIGGER[Moving to cover; loud], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_TAKE_COVER_006_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Get in cover!"
Subtitles[0]=(Text="Get in cover!")
Comment="Notes[], TRIGGER[Moving to cover; loud], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_TAKE_COVER_007_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Pull back!"
Subtitles[0]=(Text="Pull back!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_TAKE_COVER_007_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Pull back!"
Subtitles[0]=(Text="Pull back!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_UNDER_FIRE_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Under fire!"
Subtitles[0]=(Text="Under fire!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_UNDER_FIRE_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Under fire!"
Subtitles[0]=(Text="Under fire!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_UNDER_FIRE_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We're under fire!"
Subtitles[0]=(Text="We're under fire!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_UNDER_FIRE_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We're under fire!"
Subtitles[0]=(Text="We're under fire!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_UNDER_FIRE_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm under fire!"
Subtitles[0]=(Text="I'm under fire!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_UNDER_FIRE_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm under fire!"
Subtitles[0]=(Text="I'm under fire!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_UNDER_FIRE_004_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm pinned down!"
Subtitles[0]=(Text="I'm pinned down!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[\"Pinned down\" here means \"unable to move without being shot.\"]"

[Paramilitary3.PARA3_CHATTER_UNDER_FIRE_004_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm pinned down!"
Subtitles[0]=(Text="I'm pinned down!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[\"Pinned down\" here means \"unable to move without being shot.\"]"

[Paramilitary3.PARA3_CHATTER_UNDER_FIRE_005_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Incoming!"
Subtitles[0]=(Text="Incoming!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[]"

[Paramilitary3.PARA3_CHATTER_UNDER_FIRE_005_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Incoming!"
Subtitles[0]=(Text="Incoming!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[]"

[Paramilitary4.PARA4_01_01_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="What the hell—!"
Subtitles[0]=(Text="What the hell—!")
Comment="Notes[], TRIGGER[Dallas moves to the attack. He encounters a series of paramilitary-clad individuals who fire on him; he returns fire. He is aided by black-clad Secret Service operatives, a number of whom are being shot down by the paramilitary guys. Intermingled and intercut is the following.], GLOSSARY[]"

[Paramilitary4.PARA4_01_02_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="New target acquired!"
Subtitles[0]=(Text="New target acquired!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"New target acquired\" is military jargon that means \"I have aimed at and targeted a new enemy.\"]"

[Paramilitary4.PARA4_01_03 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Operative in V4 armor! All units, converge!"
Subtitles[0]=(Text="Operative in V4 armor! All units, converge!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Operative\" here means \"soldier.\" \"V4\" is short for \"version 4.\"]"

[Paramilitary4.PARA4_01_04_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fall back!"
Subtitles[0]=(Text="Fall back!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Fall back\" means \"retreat from this position.\"]"

[Paramilitary4.PARA4_01_05_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Aim for weak spots!"
Subtitles[0]=(Text="Aim for weak spots!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary4.PARA4_01_06_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="What weak spots?"
Subtitles[0]=(Text="What weak spots?")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary4.PARA4_05_05 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="There he is!"
Subtitles[0]=(Text="There he is!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary4.PARA4_05_06_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Visual sighting!"
Subtitles[0]=(Text="Visual sighting!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary4.PARA4_05_07 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target's on the move!"
Subtitles[0]=(Text="Target's on the move!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary4.PARA4_05_08_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target is armed. Repeat, armed!"
Subtitles[0]=(Text="Target is armed. Repeat, armed!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary4.PARA4_05_09 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He's here! He's here!"
Subtitles[0]=(Text="He's here! He's here!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary4.PARA4_05_10 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm hit!"
Subtitles[0]=(Text="I'm hit!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary4.PARA4_05_11 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Take him down!"
Subtitles[0]=(Text="Take him down!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Take him down\" here means \"shoot at him and hit him such that he falls or is killed.\"]"

[Paramilitary4.PARA4_05_12 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Where is he?"
Subtitles[0]=(Text="Where is he?")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary4.PARA4_05_13 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fan out! Find him!"
Subtitles[0]=(Text="Fan out! Find him!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary4.PARA4_05_14 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target located!"
Subtitles[0]=(Text="Target located!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary4.PARA4_05_15 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Attack formation!"
Subtitles[0]=(Text="Attack formation!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Attack formation\" is an order indicating the group should form up for an attack.]"

[Paramilitary4.PARA4_05_16 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Pin him down!"
Subtitles[0]=(Text="Pin him down!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Pin him down\" here means \"fire at him so that he cannot move from his place.\"]"

[Paramilitary4.PARA4_07_01 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Down here! He's down here!"
Subtitles[0]=(Text="Down here! He's down here!")
Comment="Notes[], TRIGGER[END CUT SCENE 7. Jason continues battling opponents.], GLOSSARY[]"

[Paramilitary4.PARA4_07_02 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target acquired!"
Subtitles[0]=(Text="Target acquired!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Target acquired\" is military jargon that means \"I have aimed at and targeted an enemy.\"]"

[Paramilitary4.PARA4_07_03 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Spread out!"
Subtitles[0]=(Text="Spread out!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary4.PARA4_07_04 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Two by two formation!"
Subtitles[0]=(Text="Two by two formation!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Two by two formation\" means a formation where two soldiers are abreast.]"

[Paramilitary4.PARA4_07_05 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Come around!"
Subtitles[0]=(Text="Come around!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary4.PARA4_07_06 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Cut him off!"
Subtitles[0]=(Text="Cut him off!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Cut him off\" here means \"get in his way so that he can't escape.\"]"

[Paramilitary4.PARA4_07_07 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We've lost target!"
Subtitles[0]=(Text="We've lost target!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary4.PARA4_07_08 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Reacquire! Reacquire!"
Subtitles[0]=(Text="Reacquire! Reacquire!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Reacquire\" here means \"find the target again.\"]"

[Paramilitary4.PARA4_09_04 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="All units converge!"
Subtitles[0]=(Text="All units converge!")
Comment="Notes[], TRIGGER[In battle…], GLOSSARY[]"

[Paramilitary4.PARA4_09_05 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Cut him off!"
Subtitles[0]=(Text="Cut him off!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Cut him off\" here means \"get in his way so that he can't escape.\"]"

[Paramilitary4.PARA4_09_06 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Take him!"
Subtitles[0]=(Text="Take him!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Take him\" here means \"shoot at him and hit him such that he falls or is killed.\"]"

[Paramilitary4.PARA4_09_07 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Lay down suppressing fire!"
Subtitles[0]=(Text="Lay down suppressing fire!")
Comment="Notes[], TRIGGER[], GLOSSARY[To \"lay down suppressing fire\" means to \"Fire at the enemy with the primary goal of reducing their ability to defend themselves, by forcing them to remain under cover.\"]"

[Paramilitary4.PARA4_09_08_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He's heading toward you!"
Subtitles[0]=(Text="He's heading toward you!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary4.PARA4_09_09 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Lock him down!"
Subtitles[0]=(Text="Lock him down!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Lock him down\" here means \"force him to stay in place.\"]"

[Paramilitary4.PARA4_10_01 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Intruder alert! There he is!"
Subtitles[0]=(Text="Intruder alert! There he is!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary4.PARA4_11_02 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="There he is! Take him!"
Subtitles[0]=(Text="There he is! Take him!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Take him\" here means \"shoot at him and hit him such that he falls or is killed.\"]"

[Paramilitary4.PARA4_11_03 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="How did he—?"
Subtitles[0]=(Text="How did he—?")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary4.PARA4_11_04 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He has a jetpack!"
Subtitles[0]=(Text="He has a jetpack!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary4.PARA4_11_05 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Inform C and C!"
Subtitles[0]=(Text="Inform C and C!")
Comment="Notes[], TRIGGER[], GLOSSARY[C and C stands for \"Command and Control,\" a secure room in a military facility that operates as the dispatch and surveillance monitoring center, and here means the people running that room. ]"

[Paramilitary4.PARA4_11_06 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target him! Target him!"
Subtitles[0]=(Text="Target him! Target him!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary4.PARA4_11_07 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target's moving too fast!"
Subtitles[0]=(Text="Target's moving too fast!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary4.PARA4_11_08 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He's in the treatment facility!"
Subtitles[0]=(Text="He's in the treatment facility!")
Comment="Notes[], TRIGGER[Jason makes it to the water treatment/lake draining facility, where even more paramilitaries are moving in on him.], GLOSSARY[\"Treatment facility\" here is the water treatment facility.]"

[Paramilitary4.PARA4_11_09 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Block all exits! Pin him down!"
Subtitles[0]=(Text="Block all exits! Pin him down!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Pin him down\" here means \"make sure that he cannot leave this place.\"]"

[Paramilitary4.PARA4_11_10_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Cut him off!"
Subtitles[0]=(Text="Cut him off!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Cut him off\" here means \"get in his way so that he can't escape.\"]"

[Paramilitary4.PARA4_11_11_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Lay down crossfire!"
Subtitles[0]=(Text="Lay down crossfire!")
Comment="Notes[], TRIGGER[], GLOSSARY[To \"lay down crossfire\" means to fire such that lines of fire from two or more positions cross through the same area.]"

[Paramilitary4.PARA4_11_12 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Send in a tank!"
Subtitles[0]=(Text="Send in a tank!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary4.PARA4_11_13 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Keep all fire away from the pipes! Don't flood the place!"
Subtitles[0]=(Text="Keep all fire away from the pipes! Don't flood the place!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary4.PARA4_11_13A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Surrender immediately!"
Subtitles[0]=(Text="Surrender immediately!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary4.PARA4_12_01 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Behind you!"
Subtitles[0]=(Text="Behind you!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Behind you!\" is a warning that the enemy is behind you.]"

[Paramilitary4.PARA4_12_02 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Command and Control! We have the intruder! He's in the factory!"
Subtitles[0]=(Text="Command and Control! We have the intruder! He's in the factory!")
Comment="Notes[], TRIGGER[Jason is under fire. He battles back.], GLOSSARY[\"Command and Control\" is a secure room in a military facility that operates as the dispatch and surveillance monitoring center. Here, Lucius is identifying himself as the person leading operations in that room.]"

[Paramilitary4.PARA4_12_03 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Immobilize him!"
Subtitles[0]=(Text="Immobilize him!")
Comment="Notes[], TRIGGER[The paramilitaries are attempting to use the foam guns to immobilize Jason.], GLOSSARY[]"

[Paramilitary4.PARA4_12_04 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Take him!"
Subtitles[0]=(Text="Take him!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Take him\" here means \"shoot at him and hit him such that he falls or is killed.\"]"

[Paramilitary4.PARA4_12_05 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Cut him off!"
Subtitles[0]=(Text="Cut him off!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Cut him off\" here means \"get in his way so that he can't escape.\"]"

[Paramilitary4.PARA4_12_06 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Take him down!"
Subtitles[0]=(Text="Take him down!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Take him down\" here means \"shoot at him and hit him such that he falls or is killed.\"]"

[Paramilitary4.PARA4_13_01 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="What, is this guy everywhere?!"
Subtitles[0]=(Text="What, is this guy everywhere?!")
Comment="Notes[], TRIGGER[Jason makes his way to an even more secure area where the V5 armor is being stored. Paramilitaries are between him and the armor.], GLOSSARY[]"

[Paramilitary4.PARA4_13_02 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Keep him away from V5! Call in air support!"
Subtitles[0]=(Text="Keep him away from V5! Call in air support!")
Comment="Notes[], TRIGGER[], GLOSSARY[V5 stands for \"version 5.\" \"Air support\" means military support by plane or helicopter.]"

[Paramilitary4.PARA4_19_01 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="The V5 is back!"
Subtitles[0]=(Text="The V5 is back!")
Comment="Notes[], TRIGGER[], GLOSSARY[V5 stands for \"version 5.\"]"

[Paramilitary4.PARA4_19_02 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="All units deploy!"
Subtitles[0]=(Text="All units deploy!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary4.PARA4_19_03_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Stop him!"
Subtitles[0]=(Text="Stop him!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary4.PARA4_19_03_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Stop him!"
Subtitles[0]=(Text="Stop him!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary4.PARA4_19_04 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Scramble, scramble!"
Subtitles[0]=(Text="Scramble, scramble!")
Comment="Notes[], TRIGGER[], GLOSSARY[]"

[Paramilitary4.PARA4_19_05_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Take him down!"
Subtitles[0]=(Text="Take him down!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Take him down\" here means \"shoot at him and hit him such that he falls or is killed.\"]"

[Paramilitary4.PARA4_19_05_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Take him down!"
Subtitles[0]=(Text="Take him down!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Take him down\" here means \"shoot at him and hit him such that he falls or is killed.\"]"

[Paramilitary4.PARA4_19_06 SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fall back!"
Subtitles[0]=(Text="Fall back!")
Comment="Notes[], TRIGGER[], GLOSSARY[\"Fall back\" means \"retreat from this position.\"]"

[Paramilitary4.PARA4_CHATTER_ENEMY_DEAD_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target neutralized."
Subtitles[0]=(Text="Target neutralized.")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[Target neutralized is military jargon that means \"target is dead.\"]"

[Paramilitary4.PARA4_CHATTER_ENEMY_DEAD_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target neutralized!"
Subtitles[0]=(Text="Target neutralized!")
Comment="Notes[], TRIGGER[Enemy is dead; shout], GLOSSARY[Target neutralized is military jargon that means \"target is dead.\"]"

[Paramilitary4.PARA4_CHATTER_ENEMY_DEAD_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We got 'im!"
Subtitles[0]=(Text="We got 'im!")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[Here, 'im is short for \"him.\"]"

[Paramilitary4.PARA4_CHATTER_ENEMY_DEAD_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We got 'im!"
Subtitles[0]=(Text="We got 'im!")
Comment="Notes[], TRIGGER[Enemy is dead; shout], GLOSSARY[Here, 'im is short for \"him.\"]"

[Paramilitary4.PARA4_CHATTER_ENEMY_DEAD_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Threat eliminated!"
Subtitles[0]=(Text="Threat eliminated!")
Comment="Notes[], TRIGGER[Enemy is dead; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_ENEMY_DEAD_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Threat eliminated."
Subtitles[0]=(Text="Threat eliminated.")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_ENEMY_DEAD_004_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He's down!"
Subtitles[0]=(Text="He's down!")
Comment="Notes[], TRIGGER[Enemy is dead; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_ENEMY_DEAD_004_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He's down!"
Subtitles[0]=(Text="He's down!")
Comment="Notes[], TRIGGER[Enemy is dead; loud, some triumph], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_ENEMY_DEAD_005_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Sector clear."
Subtitles[0]=(Text="Sector clear.")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_ENEMY_DEAD_005_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Sector clear."
Subtitles[0]=(Text="Sector clear.")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_ENEMY_DEAD_006_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="This sector is clear!"
Subtitles[0]=(Text="This sector is clear!")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_ENEMY_DEAD_006_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="This sector is clear! "
Subtitles[0]=(Text="This sector is clear! ")
Comment="Notes[], TRIGGER[Enemy is dead; loud], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_ENEMY_LOST_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Where'd he go?"
Subtitles[0]=(Text="Where'd he go?")
Comment="Notes[], TRIGGER[Enemy target was lost; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_ENEMY_LOST_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Where'd he go? "
Subtitles[0]=(Text="Where'd he go? ")
Comment="Notes[], TRIGGER[Enemy target was lost; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_ENEMY_LOST_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We've lost the target!"
Subtitles[0]=(Text="We've lost the target!")
Comment="Notes[], TRIGGER[Enemy target was lost; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_ENEMY_LOST_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We've lost the target! "
Subtitles[0]=(Text="We've lost the target! ")
Comment="Notes[], TRIGGER[Enemy target was lost; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_ENEMY_LOST_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We've lost him!"
Subtitles[0]=(Text="We've lost him!")
Comment="Notes[], TRIGGER[Enemy target was lost; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_ENEMY_LOST_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We've lost him! "
Subtitles[0]=(Text="We've lost him! ")
Comment="Notes[], TRIGGER[Enemy target was lost; loud, disgusted], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_ENEMY_LOST_004_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Find him!"
Subtitles[0]=(Text="Find him!")
Comment="Notes[], TRIGGER[Enemy target was lost; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_ENEMY_LOST_004_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Find him!"
Subtitles[0]=(Text="Find him!")
Comment="Notes[], TRIGGER[Enemy target was lost; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_ENEMY_LOST_005_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Where is he?!"
Subtitles[0]=(Text="Where is he?!")
Comment="Notes[], TRIGGER[Enemy target was lost; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_ENEMY_LOST_005_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Where is he?!"
Subtitles[0]=(Text="Where is he?!")
Comment="Notes[], TRIGGER[Enemy target was lost; loud, angry], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_ENEMY_LOST_006_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He can't have gone far, sir!"
Subtitles[0]=(Text="He can't have gone far, sir!")
Comment="Notes[], TRIGGER[Enemy target was lost; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_ENEMY_LOST_006_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He can't have gone far! "
Subtitles[0]=(Text="He can't have gone far! ")
Comment="Notes[], TRIGGER[Enemy target was lost; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_ENEMY_LOST_007_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Don't let him escape!"
Subtitles[0]=(Text="Don't let him escape!")
Comment="Notes[], TRIGGER[Enemy target was lost; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_ENEMY_LOST_007_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Don't let him escape!"
Subtitles[0]=(Text="Don't let him escape!")
Comment="Notes[], TRIGGER[Enemy target was lost; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_ENEMY_LOST_008_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He's flanking—watch the sides!"
Subtitles[0]=(Text="He's flanking—watch the sides!")
Comment="Notes[], TRIGGER[Enemy target was lost; shout], GLOSSARY[\"Flanking\" means coming up on the side.]"

[Paramilitary4.PARA4_CHATTER_ENEMY_LOST_008_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="He's flanking—watch the sides! "
Subtitles[0]=(Text="He's flanking—watch the sides! ")
Comment="Notes[], TRIGGER[Enemy target was lost; shout], GLOSSARY[\"Flanking\" means coming up on the side.]"

[Paramilitary4.PARA4_CHATTER_ENGAGE_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Engage enemy!"
Subtitles[0]=(Text="Engage enemy!")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[\"Engage enemy\" is military jargon that means \"attack enemy.\"]"

[Paramilitary4.PARA4_CHATTER_ENGAGE_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Engage enemy!"
Subtitles[0]=(Text="Engage enemy!")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[\"Engage enemy\" is military jargon that means \"attack enemy.\"]"

[Paramilitary4.PARA4_CHATTER_ENGAGE_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Enemy sighted!"
Subtitles[0]=(Text="Enemy sighted!")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_ENGAGE_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Enemy sighted! "
Subtitles[0]=(Text="Enemy sighted! ")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_ENGAGE_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Enemy spotted!"
Subtitles[0]=(Text="Enemy spotted!")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_ENGAGE_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Enemy spotted! "
Subtitles[0]=(Text="Enemy spotted! ")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_ENGAGE_004_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target acquired!"
Subtitles[0]=(Text="Target acquired!")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[\"Target acquired\" is military jargon that means \"I have aimed at and targeted an enemy.\"]"

[Paramilitary4.PARA4_CHATTER_ENGAGE_004_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Target acquired! "
Subtitles[0]=(Text="Target acquired! ")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[\"Target acquired\" is military jargon that means \"I have aimed at and targeted an enemy.\"]"

[Paramilitary4.PARA4_CHATTER_ENGAGE_005_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Hostile located!"
Subtitles[0]=(Text="Hostile located!")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[\"Hostile\" is military jargon for \"enemy.\"]"

[Paramilitary4.PARA4_CHATTER_ENGAGE_005_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Hostile located!"
Subtitles[0]=(Text="Hostile located!")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[\"Hostile\" is military jargon for \"enemy.\"]"

[Paramilitary4.PARA4_CHATTER_ENGAGE_006_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We're under attack!"
Subtitles[0]=(Text="We're under attack!")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_ENGAGE_006_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We're under attack!"
Subtitles[0]=(Text="We're under attack!")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_ENGAGE_007_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="There he is!"
Subtitles[0]=(Text="There he is!")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_ENGAGE_007_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="There he is!"
Subtitles[0]=(Text="There he is!")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_ENGAGE_008_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We've found the intruder!"
Subtitles[0]=(Text="We've found the intruder!")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_ENGAGE_008_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We've found the intruder! "
Subtitles[0]=(Text="We've found the intruder! ")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_ENGAGE_008_C SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We've found the intruder!"
Subtitles[0]=(Text="We've found the intruder!")
Comment="Notes[], TRIGGER[Engaging enemy; shout, threatening], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_ENGAGE_008_D SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We've found the intruder! "
Subtitles[0]=(Text="We've found the intruder! ")
Comment="Notes[], TRIGGER[Engaging enemy; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_FIRE_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fire!"
Subtitles[0]=(Text="Fire!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_FIRE_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fire!"
Subtitles[0]=(Text="Fire!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_FIRE_001_C SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fire!"
Subtitles[0]=(Text="Fire!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_FIRE_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Open fire!"
Subtitles[0]=(Text="Open fire!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_FIRE_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Open fire!"
Subtitles[0]=(Text="Open fire!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_FIRE_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Cover fire!"
Subtitles[0]=(Text="Cover fire!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[\"Cover fire\" is a military term for weapons fire that makes it difficult for the enemy to shoot at you. Here, the soldier is asking for such fire.]"

[Paramilitary4.PARA4_CHATTER_FIRE_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Cover fire!"
Subtitles[0]=(Text="Cover fire!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[\"Cover fire\" is a military term for weapons fire that makes it difficult for the enemy to shoot at you. Here, the soldier is asking for such fire.]"

[Paramilitary4.PARA4_CHATTER_FIRE_004_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Weapons free!"
Subtitles[0]=(Text="Weapons free!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[\"Weapons free\" is a military order indicating that weapons may only be fired at targets not known to be friendly.]"

[Paramilitary4.PARA4_CHATTER_FIRE_004_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Weapons free!"
Subtitles[0]=(Text="Weapons free!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[\"Weapons free\" is a military order indicating that weapons may only be fired at targets not known to be friendly.]"

[Paramilitary4.PARA4_CHATTER_FIRE_005_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fire at will!"
Subtitles[0]=(Text="Fire at will!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[\"Fire at will\" is military jargon that means \"fire whenever you want to.\"]"

[Paramilitary4.PARA4_CHATTER_FIRE_005_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fire at will!"
Subtitles[0]=(Text="Fire at will!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[\"Fire at will\" is military jargon that means \"fire whenever you want to.\"]"

[Paramilitary4.PARA4_CHATTER_FIRE_005_C SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fire at will!"
Subtitles[0]=(Text="Fire at will!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[\"Fire at will\" is military jargon that means \"fire whenever you want to.\"]"

[Paramilitary4.PARA4_CHATTER_FIRE_006_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Engaging!"
Subtitles[0]=(Text="Engaging!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[\"Engaging\" is military jargon that means \"attacking.\"]"

[Paramilitary4.PARA4_CHATTER_FIRE_006_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Engaging!"
Subtitles[0]=(Text="Engaging!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[\"Engaging\" is military jargon that means \"attacking.\"]"

[Paramilitary4.PARA4_CHATTER_FIRE_007_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Keep him pinned!"
Subtitles[0]=(Text="Keep him pinned!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[\"Keep him pinned\" here means \"fire at him so that he cannot move from his place.\"]"

[Paramilitary4.PARA4_CHATTER_FIRE_007_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Keep him pinned!"
Subtitles[0]=(Text="Keep him pinned!")
Comment="Notes[], TRIGGER[Firing on enemy; shout], GLOSSARY[\"Keep him pinned\" here means \"fire at him so that he cannot move from his place.\"]"

[Paramilitary4.PARA4_CHATTER_GRENADE_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Grenade!"
Subtitles[0]=(Text="Grenade!")
Comment="Notes[], TRIGGER[Throwing grenade; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_GRENADE_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Grenade!"
Subtitles[0]=(Text="Grenade!")
Comment="Notes[], TRIGGER[Throwing grenade; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_GRENADE_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fire in the hole!"
Subtitles[0]=(Text="Fire in the hole!")
Comment="Notes[Shouted], TRIGGER[], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_GRENADE_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Everybody down!"
Subtitles[0]=(Text="Everybody down!")
Comment="Notes[], TRIGGER[Throwing grenade; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_GRENADE_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Everybody down!"
Subtitles[0]=(Text="Everybody down!")
Comment="Notes[], TRIGGER[Throwing grenade; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_GRENADE_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fire in the hole!"
Subtitles[0]=(Text="Fire in the hole!")
Comment="Notes[], TRIGGER[Throwing grenade; shout], GLOSSARY[\"Fire in the hole\" means that an explosive detonation in a confined space will occur soon.]"

[Paramilitary4.PARA4_CHATTER_GRENADE_CLOSE_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Ah! Grenade!"
Subtitles[0]=(Text="Ah! Grenade!")
Comment="Notes[], TRIGGER[Grenade is landing close; fearful shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_GRENADE_CLOSE_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Ah! Grenade!"
Subtitles[0]=(Text="Ah! Grenade!")
Comment="Notes[], TRIGGER[Grenade is landing close; fearful shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_GRENADE_CLOSE_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="What the—"
Subtitles[0]=(Text="What the—")
Comment="Notes[], TRIGGER[Grenade is landing close; loud], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_GRENADE_CLOSE_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="What the—"
Subtitles[0]=(Text="What the—")
Comment="Notes[], TRIGGER[Grenade is landing close; loud], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_GRENADE_CLOSE_002_C SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="What the—"
Subtitles[0]=(Text="What the—")
Comment="Notes[], TRIGGER[Grenade is landing close; loud, somewhat angry], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_GRENADE_CLOSE_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Did you hear that?!"
Subtitles[0]=(Text="Did you hear that?!")
Comment="Notes[], TRIGGER[Grenade is landing close; loud, fearful], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_GRENADE_CLOSE_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Did you hear that?!"
Subtitles[0]=(Text="Did you hear that?!")
Comment="Notes[], TRIGGER[Grenade is landing close; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_GRENADE_CLOSE_003_C SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Did you hear that?!"
Subtitles[0]=(Text="Did you hear that?!")
Comment="Notes[], TRIGGER[Grenade is landing close; loud, fearful], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_GRENADE_CLOSE_004_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Huh? Oh no!"
Subtitles[0]=(Text="Huh? Oh no!")
Comment="Notes[], TRIGGER[Grenade is landing close; loud, fearful], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_GRENADE_CLOSE_004_ALT_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Huh? Uh-oh!"
Subtitles[0]=(Text="Huh? Uh-oh!")
Comment="Notes[], TRIGGER[Grenade is landing close; loud, fearful], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_GRENADE_CLOSE_004_ALT_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Huh? Uh-oh!"
Subtitles[0]=(Text="Huh? Uh-oh!")
Comment="Notes[], TRIGGER[Grenade is landing close; loud, fearful], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_GRENADE_CLOSE_004_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Huh? Oh, no!"
Subtitles[0]=(Text="Huh? Oh, no!")
Comment="Notes[], TRIGGER[Grenade is landing close; loud, fearful], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_GRENADE_CLOSE_004_C SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Huh? Nooo!"
Subtitles[0]=(Text="Huh? Nooo!")
Comment="Notes[], TRIGGER[Grenade is landing close; fearful shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_GRENADE_CLOSE_004_D SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Huh? Nooo!"
Subtitles[0]=(Text="Huh? Nooo!")
Comment="Notes[], TRIGGER[Grenade is landing close; fearful shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_GRENADE_CLOSE_005_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Move, move, move!"
Subtitles[0]=(Text="Move, move, move!")
Comment="Notes[], TRIGGER[Grenade is landing close; shout, deliberate], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_GRENADE_CLOSE_005_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Move, move, move!"
Subtitles[0]=(Text="Move, move, move!")
Comment="Notes[], TRIGGER[Grenade is landing close; shout, deliberate], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_GRENADE_CLOSE_005_C SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Move, move, move!"
Subtitles[0]=(Text="Move, move, move!")
Comment="Notes[], TRIGGER[Grenade is landing close; shout, fast], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_GRENADE_CLOSE_006_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Get down!"
Subtitles[0]=(Text="Get down!")
Comment="Notes[], TRIGGER[Grenade is landing close; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_GRENADE_CLOSE_006_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Get down!"
Subtitles[0]=(Text="Get down!")
Comment="Notes[], TRIGGER[Grenade is landing close; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_GRENADE_CLOSE_006_C SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Get down!"
Subtitles[0]=(Text="Get down!")
Comment="Notes[], TRIGGER[Grenade is landing close; shout, desperate], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_HELPING_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Suppressing fire!"
Subtitles[0]=(Text="Suppressing fire!")
Comment="Notes[], TRIGGER[Helping another soldier; shout], GLOSSARY[\"Suppressing fire\" means \"weapons fire with the primary goal of reducing enemies' ability to defend themselves, by forcing them to remain under cover.\"]"

[Paramilitary4.PARA4_CHATTER_HELPING_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Suppressing fire!"
Subtitles[0]=(Text="Suppressing fire!")
Comment="Notes[], TRIGGER[Helping another soldier; shout], GLOSSARY[\"Suppressing fire\" means \"weapons fire with the primary goal of reducing enemies' ability to defend themselves, by forcing them to remain under cover.\"]"

[Paramilitary4.PARA4_CHATTER_HELPING_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm on it!"
Subtitles[0]=(Text="I'm on it!")
Comment="Notes[], TRIGGER[Helping another soldier; shout], GLOSSARY[\"I'm on it!\" means \"I'm taking care of it!\"]"

[Paramilitary4.PARA4_CHATTER_HELPING_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm on it!"
Subtitles[0]=(Text="I'm on it!")
Comment="Notes[], TRIGGER[Helping another soldier; shout], GLOSSARY[\"I'm on it!\" means \"I'm taking care of it!\"]"

[Paramilitary4.PARA4_CHATTER_HELPING_002_C SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm on it!"
Subtitles[0]=(Text="I'm on it!")
Comment="Notes[], TRIGGER[Helping another soldier; shout], GLOSSARY[\"I'm on it!\" means \"I'm taking care of it!\"]"

[Paramilitary4.PARA4_CHATTER_HELPING_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="On it!"
Subtitles[0]=(Text="On it!")
Comment="Notes[], TRIGGER[Helping another soldier; shout], GLOSSARY[\"On it!\" means \"I'm taking care of it!\"]"

[Paramilitary4.PARA4_CHATTER_HELPING_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="On it!"
Subtitles[0]=(Text="On it!")
Comment="Notes[], TRIGGER[Helping another soldier; shout], GLOSSARY[\"On it!\" means \"I'm taking care of it!\"]"

[Paramilitary4.PARA4_CHATTER_MOVE_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Move!"
Subtitles[0]=(Text="Move!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_MOVE_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Move!"
Subtitles[0]=(Text="Move!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_MOVE_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Let's move it!"
Subtitles[0]=(Text="Let's move it!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[\"Let's move it\" here means \"Let's move quickly!\"]"

[Paramilitary4.PARA4_CHATTER_MOVE_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Let's move it!"
Subtitles[0]=(Text="Let's move it!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[\"Let's move it\" here means \"Let's move quickly!\"]"

[Paramilitary4.PARA4_CHATTER_MOVE_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Get into position!"
Subtitles[0]=(Text="Get into position!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_MOVE_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Get into position!"
Subtitles[0]=(Text="Get into position!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_MOVE_004_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fan out!"
Subtitles[0]=(Text="Fan out!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_MOVE_004_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Fan out!"
Subtitles[0]=(Text="Fan out!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_MOVE_005_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Spread out!"
Subtitles[0]=(Text="Spread out!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_MOVE_005_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Spread out!"
Subtitles[0]=(Text="Spread out!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_MOVE_006_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Move out!"
Subtitles[0]=(Text="Move out!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_MOVE_006_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Move out!"
Subtitles[0]=(Text="Move out!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_MOVE_006_C SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Move out!"
Subtitles[0]=(Text="Move out!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_MOVE_007_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Scatter!"
Subtitles[0]=(Text="Scatter!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_MOVE_007_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Scatter!"
Subtitles[0]=(Text="Scatter!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_MOVE_008_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Regroup!"
Subtitles[0]=(Text="Regroup!")
Comment="Notes[], TRIGGER[Getting soldiers moving; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_MOVE_008_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Regroup!"
Subtitles[0]=(Text="Regroup!")
Comment="Notes[], TRIGGER[Getting soldiers moving; loud], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_MOVE_008_C SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Regroup!"
Subtitles[0]=(Text="Regroup!")
Comment="Notes[Shouted], TRIGGER[], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_NEED_HELP_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Backup!"
Subtitles[0]=(Text="Backup!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[\"Backup!\" here means \"We need support!\"]"

[Paramilitary4.PARA4_CHATTER_NEED_HELP_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Backup!"
Subtitles[0]=(Text="Backup!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[\"Backup!\" here means \"We need support!\"]"

[Paramilitary4.PARA4_CHATTER_NEED_HELP_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We need backup!"
Subtitles[0]=(Text="We need backup!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[\"We need backup!\" here means \"We need support!\"]"

[Paramilitary4.PARA4_CHATTER_NEED_HELP_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We need backup!"
Subtitles[0]=(Text="We need backup!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[\"We need backup!\" here means \"We need support!\"]"

[Paramilitary4.PARA4_CHATTER_NEED_HELP_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I need backup!"
Subtitles[0]=(Text="I need backup!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[\"I need backup!\" here means \"I need support!\"]"

[Paramilitary4.PARA4_CHATTER_NEED_HELP_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I need backup!"
Subtitles[0]=(Text="I need backup!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[\"I need backup!\" here means \"I need support!\"]"

[Paramilitary4.PARA4_CHATTER_NEED_HELP_004_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Reinforcements!"
Subtitles[0]=(Text="Reinforcements!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_NEED_HELP_004_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Reinforcements!"
Subtitles[0]=(Text="Reinforcements!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_NEED_HELP_005_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Call in reinforcements!"
Subtitles[0]=(Text="Call in reinforcements!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_NEED_HELP_005_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Call in reinforcements!"
Subtitles[0]=(Text="Call in reinforcements!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_NEED_HELP_006_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Help!"
Subtitles[0]=(Text="Help!")
Comment="Notes[], TRIGGER[Needing help; long shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_NEED_HELP_006_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Help!"
Subtitles[0]=(Text="Help!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_NEED_HELP_006_C SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Help!"
Subtitles[0]=(Text="Help!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_NEED_HELP_007_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I need help!"
Subtitles[0]=(Text="I need help!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_NEED_HELP_007_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I need help!"
Subtitles[0]=(Text="I need help!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_NEED_HELP_008_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm hit!"
Subtitles[0]=(Text="I'm hit!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_NEED_HELP_008_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm hit!"
Subtitles[0]=(Text="I'm hit!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_NEED_HELP_008_C SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm hit!"
Subtitles[0]=(Text="I'm hit!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_NEED_HELP_008_D SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm hit!"
Subtitles[0]=(Text="I'm hit!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_NEED_HELP_009_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm hit! I'm hit!"
Subtitles[0]=(Text="I'm hit! I'm hit!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_NEED_HELP_009_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm hit! I'm hit!"
Subtitles[0]=(Text="I'm hit! I'm hit!")
Comment="Notes[], TRIGGER[Needing help; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_RELOAD_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Reloading!"
Subtitles[0]=(Text="Reloading!")
Comment="Notes[], TRIGGER[Reloading; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_RELOAD_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Reloading!"
Subtitles[0]=(Text="Reloading!")
Comment="Notes[], TRIGGER[Reloading; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_RELOAD_001_C SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Reloading!"
Subtitles[0]=(Text="Reloading!")
Comment="Notes[], TRIGGER[Reloading; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_RELOAD_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm out!"
Subtitles[0]=(Text="I'm out!")
Comment="Notes[], TRIGGER[Reloading; shout (breath beforehand)], GLOSSARY[\"I'm out\" here means \"I have no more ammunition.\"]"

[Paramilitary4.PARA4_CHATTER_RELOAD_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm out!"
Subtitles[0]=(Text="I'm out!")
Comment="Notes[], TRIGGER[Reloading; shout], GLOSSARY[\"I'm out\" here means \"I have no more ammunition.\"]"

[Paramilitary4.PARA4_CHATTER_RELOAD_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Cover me!"
Subtitles[0]=(Text="Cover me!")
Comment="Notes[], TRIGGER[Reloading; shout], GLOSSARY[\"Cover me\" is a military term asking a comrade to fire at the enemy in a way that makes it difficult for the enemy to shoot at you.]"

[Paramilitary4.PARA4_CHATTER_RELOAD_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Cover me!"
Subtitles[0]=(Text="Cover me!")
Comment="Notes[], TRIGGER[Reloading; shout], GLOSSARY[\"Cover me\" is a military term asking a comrade to fire at the enemy in a way that makes it difficult for the enemy to shoot at you.]"

[Paramilitary4.PARA4_CHATTER_TAKE_COVER_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Take cover!"
Subtitles[0]=(Text="Take cover!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_TAKE_COVER_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Take cover!"
Subtitles[0]=(Text="Take cover!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_TAKE_COVER_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Get down!"
Subtitles[0]=(Text="Get down!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_TAKE_COVER_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Get down!"
Subtitles[0]=(Text="Get down!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_TAKE_COVER_002_C SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Get down!"
Subtitles[0]=(Text="Get down!")
Comment="Notes[], TRIGGER[Moving to cover; shout, fast], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_TAKE_COVER_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Move to cover!"
Subtitles[0]=(Text="Move to cover!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_TAKE_COVER_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Move to cover!"
Subtitles[0]=(Text="Move to cover!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_TAKE_COVER_004_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Go, go, go!"
Subtitles[0]=(Text="Go, go, go!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_TAKE_COVER_004_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Go, go, go!"
Subtitles[0]=(Text="Go, go, go!")
Comment="Notes[], TRIGGER[Moving to cover; shout, drawn-out], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_TAKE_COVER_004_C SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Go, go, go!"
Subtitles[0]=(Text="Go, go, go!")
Comment="Notes[], TRIGGER[Moving to cover; shout, fast], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_TAKE_COVER_005_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Flank him!"
Subtitles[0]=(Text="Flank him!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[\"Flank him\" means \"come up beside him.\"]"

[Paramilitary4.PARA4_CHATTER_TAKE_COVER_005_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Flank him!"
Subtitles[0]=(Text="Flank him!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[\"Flank him\" means \"come up beside him.\"]"

[Paramilitary4.PARA4_CHATTER_TAKE_COVER_005_C SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Flank him!"
Subtitles[0]=(Text="Flank him!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[\"Flank him\" means \"come up beside him.\"]"

[Paramilitary4.PARA4_CHATTER_TAKE_COVER_005_D SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Flank him!"
Subtitles[0]=(Text="Flank him!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[\"Flank him\" means \"come up beside him.\"]"

[Paramilitary4.PARA4_CHATTER_TAKE_COVER_006_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Get in cover!"
Subtitles[0]=(Text="Get in cover!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_TAKE_COVER_006_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Get in cover!"
Subtitles[0]=(Text="Get in cover!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_TAKE_COVER_007_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Pull back!"
Subtitles[0]=(Text="Pull back!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_TAKE_COVER_007_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Pull back!"
Subtitles[0]=(Text="Pull back!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_TAKE_COVER_007_C SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Pull back!"
Subtitles[0]=(Text="Pull back!")
Comment="Notes[], TRIGGER[Moving to cover; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_UNDER_FIRE_001_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Under fire!"
Subtitles[0]=(Text="Under fire!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_UNDER_FIRE_001_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Under fire!"
Subtitles[0]=(Text="Under fire!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_UNDER_FIRE_002_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We're under fire!"
Subtitles[0]=(Text="We're under fire!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_UNDER_FIRE_002_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="We're under fire!"
Subtitles[0]=(Text="We're under fire!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_UNDER_FIRE_003_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm under fire!"
Subtitles[0]=(Text="I'm under fire!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_UNDER_FIRE_003_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm under fire!"
Subtitles[0]=(Text="I'm under fire!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_UNDER_FIRE_004_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm pinned down!"
Subtitles[0]=(Text="I'm pinned down!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[\"Pinned down\" here means \"unable to move without being shot.\"]"

[Paramilitary4.PARA4_CHATTER_UNDER_FIRE_004_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="I'm pinned down!"
Subtitles[0]=(Text="I'm pinned down!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[\"Pinned down\" here means \"unable to move without being shot.\"]"

[Paramilitary4.PARA4_CHATTER_UNDER_FIRE_005_A SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Incoming!"
Subtitles[0]=(Text="Incoming!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[]"

[Paramilitary4.PARA4_CHATTER_UNDER_FIRE_005_B SoundNodeWave]
bMature=False
bManualWordWrap=False
SpokenText="Incoming!"
Subtitles[0]=(Text="Incoming!")
Comment="Notes[], TRIGGER[Coming under fire; shout], GLOSSARY[]"

