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Rochelle's example (producer.txt):
"Rule PlayerLostCallProducer" was from original talker and it would automatically speak when the nearest survivor was far away from you. (IsClosestSurvivorFar3000) This response would say again if they were still away from you after 5 minutes. (SaidPlayerLostCall:1:300) This means if you play single-player mutation, this response will keep saying every 5 mins.
"Rule MTLostCall" was only designed for usage of radial menu and it would never trigger itself actively like above rule.
You might try to edit talker scripts with notepad++ or other text editors which can display invisible characters (space, tab, new line) to help you debug.
What about 'IsNotSaidPlayerLostCall' or '_auto_NotNoLostCall' . What do these do?
When this survivor keeps silence for a while (ConceptTalkIdle) and he hasn't said this response yet (IsNotSaidPlayerLostCall !=1, its value isn't 1), he'll say this response and makes the value of "IsNotSaidPlayerLostCall" become 1 for 50 seconds. (SaidPlayerLostCall:1:50) After 50 secs, it will revert to the value that isn't 1 again. It's a switch to pause this response.
Actually I'm not sure what "_auto_NotNoLostCall" is. However this prefix "_auto_" appeared in everywhere in original talker, so do not delete them casually.