{ "schema_version": "cs2_action_inference_test", "suite_id": "cs2_action_inference_test", "video_contract": { "fps": 16, "frames": 81, "width": 832, "height": 480, "chunk_count": 5, "chunk_duration_sec": 1 }, "cases": [ { "id": "weapon_switch__grenade_to_grenade", "category": "weapon_switch", "subcategory": "grenade_to_grenade", "input_image": "cases/01_weapon_switch/weapon_switch__grenade_to_grenade/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_ancient. The clear view faces a quiet stone temple passage with carved walls and an open doorway ahead. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds Smoke Grenade. The player switches from Smoke Grenade to High Explosive Grenade and finishes with High Explosive Grenade ready. Do not introduce any other tactical action.", "chunk_prompts": [ "No tactical action.", "No tactical action.", "Change weapon from Smoke Grenade to High Explosive Grenade.", "No tactical action.", "No tactical action." ] }, { "id": "weapon_switch__grenade_to_gun", "category": "weapon_switch", "subcategory": "grenade_to_gun", "input_image": "cases/01_weapon_switch/weapon_switch__grenade_to_gun/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_ancient. The clear view faces a quiet stone temple passage with carved walls and an open doorway ahead. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds Smoke Grenade. The player switches from Smoke Grenade to M4A1-S and finishes with M4A1-S ready. Do not introduce any other tactical action.", "chunk_prompts": [ "No tactical action.", "Begin the action: Change weapon from Smoke Grenade to M4A1-S.", "Continue and complete the action: Change weapon from Smoke Grenade to M4A1-S.", "No tactical action.", "No tactical action." ] }, { "id": "weapon_switch__grenade_to_knife", "category": "weapon_switch", "subcategory": "grenade_to_knife", "input_image": "cases/01_weapon_switch/weapon_switch__grenade_to_knife/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_inferno. The clear view looks across a sunlit stone lane opening toward the Inferno B bombsite. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds Smoke Grenade. The player switches from Smoke Grenade to Butterfly Knife and finishes with Butterfly Knife ready. Do not introduce any other tactical action.", "chunk_prompts": [ "Begin the action: Change weapon from Smoke Grenade to Butterfly Knife.", "Continue and complete the action: Change weapon from Smoke Grenade to Butterfly Knife.", "No tactical action.", "No tactical action.", "No tactical action." ] }, { "id": "weapon_switch__gun_to_flashbang", "category": "weapon_switch", "subcategory": "gun_to_flashbang", "input_image": "cases/01_weapon_switch/weapon_switch__gun_to_flashbang/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_dust2. The view faces a shaded sandstone passage with an open archway ahead. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds Tec-9. The player switches from Tec-9 to Flashbang and finishes with Flashbang ready. Do not introduce any other tactical action.", "chunk_prompts": [ "No tactical action.", "No tactical action.", "Change weapon from Tec-9 to Flashbang.", "No tactical action.", "No tactical action." ] }, { "id": "weapon_switch__gun_to_smoke", "category": "weapon_switch", "subcategory": "gun_to_smoke", "input_image": "cases/01_weapon_switch/weapon_switch__gun_to_smoke/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_inferno. The clear view looks down a bright Inferno street lined with yellow stucco buildings. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds Five-SeveN. The player switches from Five-SeveN to Smoke Grenade and finishes with Smoke Grenade ready. Do not introduce any other tactical action.", "chunk_prompts": [ "No tactical action.", "No tactical action.", "Begin the action: Change weapon from Five-SeveN to Smoke Grenade.", "Continue and complete the action: Change weapon from Five-SeveN to Smoke Grenade.", "No tactical action." ] }, { "id": "weapon_switch__knife_to_pistol", "category": "weapon_switch", "subcategory": "knife_to_pistol", "input_image": "cases/01_weapon_switch/weapon_switch__knife_to_pistol/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_ancient. The clear view faces an open Ancient ruin with weathered stone walls and greenery. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds Karambit. The player switches from Karambit to Glock-18 and finishes with Glock-18 ready. Do not introduce any other tactical action.", "chunk_prompts": [ "No tactical action.", "Begin the action: Change weapon from Karambit to Glock-18.", "Continue and complete the action: Change weapon from Karambit to Glock-18.", "No tactical action.", "No tactical action." ] }, { "id": "weapon_switch__knife_to_rifle", "category": "weapon_switch", "subcategory": "knife_to_rifle", "input_image": "cases/01_weapon_switch/weapon_switch__knife_to_rifle/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_inferno. The view looks from wooden cover into a bright stone bombsite courtyard. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds Gut Knife. The player switches from Gut Knife to M4A4 and finishes with M4A4 ready. Do not introduce any other tactical action.", "chunk_prompts": [ "No tactical action.", "Begin the action: Change weapon from Gut Knife to M4A4.", "Continue and complete the action: Change weapon from Gut Knife to M4A4.", "No tactical action.", "No tactical action." ] }, { "id": "weapon_switch__pistol_to_knife", "category": "weapon_switch", "subcategory": "pistol_to_knife", "input_image": "cases/01_weapon_switch/weapon_switch__pistol_to_knife/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_inferno. The view faces a small plastered room and an open doorway at close range. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds USP-S. The player switches from USP-S to M9 Bayonet and finishes with M9 Bayonet ready. Do not introduce any other tactical action.", "chunk_prompts": [ "No tactical action.", "No tactical action.", "Change weapon from USP-S to M9 Bayonet.", "No tactical action.", "No tactical action." ] }, { "id": "weapon_switch__pistol_to_rifle", "category": "weapon_switch", "subcategory": "pistol_to_rifle", "input_image": "cases/01_weapon_switch/weapon_switch__pistol_to_rifle/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_overpass. The clear view looks along an open Overpass park path bordered by grass, trees, and stone walls. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds USP-S. The player switches from USP-S to FAMAS and finishes with FAMAS ready. Do not introduce any other tactical action.", "chunk_prompts": [ "No tactical action.", "No tactical action.", "Change weapon from USP-S to FAMAS.", "No tactical action.", "No tactical action." ] }, { "id": "weapon_switch__rifle_to_knife", "category": "weapon_switch", "subcategory": "rifle_to_knife", "input_image": "cases/01_weapon_switch/weapon_switch__rifle_to_knife/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_inferno. The clear view looks along a sunlit Inferno lane beside pale stone buildings. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds AK-47. The player switches from AK-47 to M9 Bayonet and finishes with M9 Bayonet ready. Do not introduce any other tactical action.", "chunk_prompts": [ "No tactical action.", "No tactical action.", "Change weapon from AK-47 to M9 Bayonet.", "No tactical action.", "No tactical action." ] }, { "id": "weapon_switch__rifle_to_pistol", "category": "weapon_switch", "subcategory": "rifle_to_pistol", "input_image": "cases/01_weapon_switch/weapon_switch__rifle_to_pistol/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_inferno. The view looks down an Inferno cobblestone lane with wooden barrels and light smoke far ahead. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds M4A4. The player switches from M4A4 to USP-S and finishes with USP-S ready. Do not introduce any other tactical action.", "chunk_prompts": [ "No tactical action.", "Change weapon from M4A4 to USP-S.", "No tactical action.", "No tactical action.", "No tactical action." ] }, { "id": "fire__pistol_single_shot", "category": "fire", "subcategory": "pistol_single_shot", "input_image": "cases/02_fire/fire__pistol_single_shot/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_anubis. The clear view faces a sunlit sandstone bombsite lane with broad open ground ahead. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds USP-S. The player fires one shot with USP-S and returns to the ready position. Do not introduce any other tactical action.", "chunk_prompts": [ "No tactical action.", "No tactical action.", "No tactical action.", "Fire one shot with USP-S.", "No tactical action." ] }, { "id": "fire__rifle_long_spray", "category": "fire", "subcategory": "rifle_long_spray", "input_image": "cases/02_fire/fire__rifle_long_spray/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_anubis. The clear view faces an open Anubis courtyard framed by sandstone columns and walls. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds M4A4. The player fires a sustained 8-shot spray with M4A4 and then stops firing. Do not introduce any other tactical action.", "chunk_prompts": [ "No tactical action.", "No tactical action.", "No tactical action.", "Begin the action: Fire a burst of 8 shots with M4A4.", "Continue and complete the action: Fire a burst of 8 shots with M4A4." ] }, { "id": "fire__rifle_short_burst", "category": "fire", "subcategory": "rifle_short_burst", "input_image": "cases/02_fire/fire__rifle_short_burst/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_dust2. The clear view looks along a bright elevated Dust2 lane bordered by pale plaster buildings. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds AK-47. The player fires a controlled 2-shot burst with AK-47 and recovers. Do not introduce any other tactical action.", "chunk_prompts": [ "No tactical action.", "Fire a burst of 2 shots with AK-47.", "No tactical action.", "No tactical action.", "No tactical action." ] }, { "id": "fire__rifle_single_shot", "category": "fire", "subcategory": "rifle_single_shot", "input_image": "cases/02_fire/fire__rifle_single_shot/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_ancient. The clear view faces an open Ancient ruin with stone paths, walls, and tropical greenery. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds M4A1-S. The player fires one shot with M4A1-S and returns to the ready position. Do not introduce any other tactical action.", "chunk_prompts": [ "No tactical action.", "No tactical action.", "Fire one shot with M4A1-S.", "No tactical action.", "No tactical action." ] }, { "id": "fire__shotgun_single_shot", "category": "fire", "subcategory": "shotgun_single_shot", "input_image": "cases/02_fire/fire__shotgun_single_shot/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_nuke. The view faces a clean industrial corridor with metal walls and an open doorway. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds XM1014. The player fires one shot with XM1014, completes the recoil or bolt recovery, and returns to the ready position. Do not introduce any other tactical action.", "chunk_prompts": [ "No tactical action.", "No tactical action.", "No tactical action.", "No tactical action.", "Fire one shot with XM1014." ] }, { "id": "fire__smg_single_shot", "category": "fire", "subcategory": "smg_single_shot", "input_image": "cases/02_fire/fire__smg_single_shot/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_mirage. The clear view looks across a bright Mirage approach with open ground and sandstone architecture. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds MP9. The player fires one shot with MP9 and returns to the ready position. Do not introduce any other tactical action.", "chunk_prompts": [ "No tactical action.", "No tactical action.", "Begin the action: Fire one shot with MP9.", "Continue and complete the action: Fire one shot with MP9.", "No tactical action." ] }, { "id": "fire__sniper_single_shot", "category": "fire", "subcategory": "sniper_single_shot", "input_image": "cases/02_fire/fire__sniper_single_shot/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_dust2. The clear unscoped view looks across the wide Dust2 B bombsite with stone walls, crates, and barrels. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds AWP. The player fires one shot with AWP, completes the recoil or bolt recovery, and returns to the ready position. Do not introduce any other tactical action.", "chunk_prompts": [ "No tactical action.", "No tactical action.", "Begin the action: Fire one shot with AWP.", "Continue and complete the action: Fire one shot with AWP.", "No tactical action." ] }, { "id": "inspect__inspect_grenade", "category": "inspect", "subcategory": "inspect_grenade", "input_image": "cases/03_inspect/inspect__inspect_grenade/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_ancient. The clear view faces an open Ancient courtyard surrounded by mossy stone ruins and trees. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds Incendiary Grenade. The player performs a complete inspection of Incendiary Grenade and returns it to the ready position. Do not introduce any other tactical action.", "chunk_prompts": [ "Begin the action: Inspect Incendiary Grenade.", "Continue the action: Inspect Incendiary Grenade.", "Continue the action: Inspect Incendiary Grenade.", "Continue and complete the action: Inspect Incendiary Grenade.", "No tactical action." ] }, { "id": "inspect__inspect_knife", "category": "inspect", "subcategory": "inspect_knife", "input_image": "cases/03_inspect/inspect__inspect_knife/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_inferno. The clear view looks across a sunlit Inferno courtyard with stone steps and colorful storefronts. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds Butterfly Knife. The player performs a complete inspection of Butterfly Knife and returns it to the ready position. Do not introduce any other tactical action.", "chunk_prompts": [ "Begin the action: Inspect Butterfly Knife.", "Continue the action: Inspect Butterfly Knife.", "Continue the action: Inspect Butterfly Knife.", "Continue the action: Inspect Butterfly Knife.", "Continue and complete the action: Inspect Butterfly Knife." ] }, { "id": "inspect__inspect_pistol", "category": "inspect", "subcategory": "inspect_pistol", "input_image": "cases/03_inspect/inspect__inspect_pistol/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_inferno. The clear view looks into an open Inferno bombsite beside carved stone pillars and stacked cover. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds Dual Berettas. The player performs a complete inspection of Dual Berettas and returns it to the ready position. Do not introduce any other tactical action.", "chunk_prompts": [ "Begin the action: Inspect Dual Berettas.", "Continue the action: Inspect Dual Berettas.", "Continue the action: Inspect Dual Berettas.", "Continue the action: Inspect Dual Berettas.", "Continue and complete the action: Inspect Dual Berettas." ] }, { "id": "inspect__inspect_rifle", "category": "inspect", "subcategory": "inspect_rifle", "input_image": "cases/03_inspect/inspect__inspect_rifle/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_ancient. The clear view looks down an open Ancient temple lane bordered by stone walls and greenery. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds AK-47. The player performs a complete inspection of AK-47 and returns it to the ready position. Do not introduce any other tactical action.", "chunk_prompts": [ "Begin the action: Inspect AK-47.", "Continue the action: Inspect AK-47.", "Continue the action: Inspect AK-47.", "Continue the action: Inspect AK-47.", "Continue and complete the action: Inspect AK-47." ] }, { "id": "stance_jump__crouch_down_hold_release", "category": "stance_jump", "subcategory": "crouch_down_hold_release", "input_image": "cases/04_stance_jump/stance_jump__crouch_down_hold_release/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_nuke. The view faces a spacious industrial interior beside a large red metal container. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds AK-47. The player crouches down, stays crouched briefly, and stands back up. Do not introduce any other tactical action.", "chunk_prompts": [ "Begin the action: Crouch down, hold the crouch briefly, then stand back up.", "Continue the action: Crouch down, hold the crouch briefly, then stand back up.", "Continue the action: Crouch down, hold the crouch briefly, then stand back up.", "Continue the action: Crouch down, hold the crouch briefly, then stand back up.", "Continue and complete the action: Crouch down, hold the crouch briefly, then stand back up." ] }, { "id": "stance_jump__standing_jump", "category": "stance_jump", "subcategory": "standing_jump", "input_image": "cases/04_stance_jump/stance_jump__standing_jump/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_mirage. The clear view looks through an apartment window toward blue buildings and an open lane. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds USP-S. The player performs one normal standing jump and lands. Do not introduce any other tactical action.", "chunk_prompts": [ "No tactical action.", "Perform one normal jump and land.", "No tactical action.", "No tactical action.", "No tactical action." ] }, { "id": "knife_attack__heavy_attack", "category": "knife_attack", "subcategory": "heavy_attack", "input_image": "cases/05_knife_attack/knife_attack__heavy_attack/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_dust2. The clear view looks down a bright Dust2 street with pale buildings and open space ahead. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds knife_t. The player performs one complete heavy knife attack and returns to the ready position. Do not introduce any other tactical action.", "chunk_prompts": [ "No tactical action.", "No tactical action.", "Begin the action: Perform a heavy attack with the knife.", "Continue and complete the action: Perform a heavy attack with the knife.", "No tactical action." ] }, { "id": "knife_attack__light_attack", "category": "knife_attack", "subcategory": "light_attack", "input_image": "cases/05_knife_attack/knife_attack__light_attack/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_inferno. The view faces a quiet sandstone chamber with a broad doorway and an uncluttered floor. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds knife. The player performs one complete light knife attack and returns to the ready position. Do not introduce any other tactical action.", "chunk_prompts": [ "Begin the action: Perform a light attack with the knife.", "Continue and complete the action: Perform a light attack with the knife.", "No tactical action.", "No tactical action.", "No tactical action." ] }, { "id": "grenade__right_click_lob", "category": "grenade", "subcategory": "right_click_lob", "input_image": "cases/06_grenade/grenade__right_click_lob/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_nuke. The clear view faces an open Nuke industrial yard with white metal buildings and blue sky. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds High Explosive Grenade. The player performs a short right-click lob of High Explosive Grenade and recovers after release. Do not introduce any other tactical action.", "chunk_prompts": [ "Begin the action: Lob a High Explosive Grenade with a right-click throw.", "Continue and complete the action: Lob a High Explosive Grenade with a right-click throw.", "No tactical action.", "No tactical action.", "No tactical action." ] }, { "id": "grenade__throw_decoy", "category": "grenade", "subcategory": "throw_decoy", "input_image": "cases/06_grenade/grenade__throw_decoy/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_mirage. The clear view looks along a sunlit Mirage alley bordered by blue and beige buildings. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds Decoy Grenade. The player completes a standard overhand throw of Decoy Grenade; the grenade leaves the hand and the player recovers. Do not introduce any other tactical action.", "chunk_prompts": [ "Begin the action: Throw a Decoy Grenade.", "Continue and complete the action: Throw a Decoy Grenade.", "No tactical action.", "No tactical action.", "No tactical action." ] }, { "id": "grenade__throw_flashbang", "category": "grenade", "subcategory": "throw_flashbang", "input_image": "cases/06_grenade/grenade__throw_flashbang/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_nuke. The clear view faces an open Nuke yard with white industrial buildings, blue containers, and bright sky. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds Flashbang. The player completes a standard overhand throw of Flashbang; the grenade leaves the hand and the player recovers. Do not introduce any other tactical action.", "chunk_prompts": [ "No tactical action.", "No tactical action.", "Throw a Flashbang.", "No tactical action.", "No tactical action." ] }, { "id": "grenade__throw_he", "category": "grenade", "subcategory": "throw_he", "input_image": "cases/06_grenade/grenade__throw_he/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_overpass. The view faces a wide gray industrial doorway leading into the Nuke bombsite area. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds High Explosive Grenade. The player completes a standard overhand throw of High Explosive Grenade; the grenade leaves the hand and the player recovers. Do not introduce any other tactical action.", "chunk_prompts": [ "No tactical action.", "No tactical action.", "Throw a High Explosive Grenade.", "No tactical action.", "No tactical action." ] }, { "id": "grenade__throw_incendiary", "category": "grenade", "subcategory": "throw_incendiary", "input_image": "cases/06_grenade/grenade__throw_incendiary/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_overpass. The clear view looks across the open Overpass B site with concrete platforms and orange railings. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds Incendiary Grenade. The player completes a standard overhand throw of Incendiary Grenade; the grenade leaves the hand and the player recovers. Do not introduce any other tactical action.", "chunk_prompts": [ "No tactical action.", "No tactical action.", "No tactical action.", "No tactical action.", "Throw a Incendiary Grenade." ] }, { "id": "grenade__throw_molotov", "category": "grenade", "subcategory": "throw_molotov", "input_image": "cases/06_grenade/grenade__throw_molotov/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_mirage. The view faces a quiet orange-lit apartment interior with open floor space and a doorway ahead. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds Molotov. The player completes a standard overhand throw of Molotov; the grenade leaves the hand and the player recovers. Do not introduce any other tactical action.", "chunk_prompts": [ "No tactical action.", "No tactical action.", "Begin the action: Throw a Molotov.", "Continue and complete the action: Throw a Molotov.", "No tactical action." ] }, { "id": "grenade__throw_smoke", "category": "grenade", "subcategory": "throw_smoke", "input_image": "cases/06_grenade/grenade__throw_smoke/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_dust2. The clear view looks across a wide Dust2 street lined with white shopfronts and sandstone buildings. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds Smoke Grenade. The player completes a standard overhand throw of Smoke Grenade; the grenade leaves the hand and the player recovers. Do not introduce any other tactical action.", "chunk_prompts": [ "No tactical action.", "Throw a Smoke Grenade.", "No tactical action.", "No tactical action.", "No tactical action." ] }, { "id": "reload__pistol", "category": "reload", "subcategory": "pistol", "input_image": "cases/07_reload/reload__pistol/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_inferno. The clear view looks along a sunlit Inferno lane beside pale stone buildings. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds USP-S. The player completes a full reload of USP-S, including the magazine manipulation, and returns the weapon to ready. Do not introduce any other tactical action.", "chunk_prompts": [ "No tactical action.", "No tactical action.", "Begin the action: Reload the USP-S.", "Continue the action: Reload the USP-S.", "Continue and complete the action: Reload the USP-S." ] }, { "id": "reload__rifle", "category": "reload", "subcategory": "rifle", "input_image": "cases/07_reload/reload__rifle/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_inferno. The clear view looks across the open Inferno A site beneath a stone archway. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds M4A1-S. The player completes a full reload of M4A1-S, including the magazine manipulation, and returns the weapon to ready. Do not introduce any other tactical action.", "chunk_prompts": [ "Begin the action: Reload the M4A1-S.", "Continue the action: Reload the M4A1-S.", "Continue the action: Reload the M4A1-S.", "Continue and complete the action: Reload the M4A1-S.", "No tactical action." ] }, { "id": "reload__shotgun", "category": "reload", "subcategory": "shotgun", "input_image": "cases/07_reload/reload__shotgun/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_ancient. The clear view faces an open Ancient ruin with low stone walls, trees, and bright sky. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds XM1014. The player completes a full reload of XM1014, including the magazine manipulation, and returns the weapon to ready. Do not introduce any other tactical action.", "chunk_prompts": [ "No tactical action.", "Begin the action: Reload the XM1014.", "Continue the action: Reload the XM1014.", "Continue the action: Reload the XM1014.", "Continue and complete the action: Reload the XM1014." ] }, { "id": "reload__smg", "category": "reload", "subcategory": "smg", "input_image": "cases/07_reload/reload__smg/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_mirage. The clear view looks along a bright open Dust2 walkway bordered by sandstone walls and palm trees. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds MAC-10. The player completes a full reload of MAC-10, including the magazine manipulation, and returns the weapon to ready. Do not introduce any other tactical action.", "chunk_prompts": [ "Begin the action: Reload the MAC-10.", "Continue the action: Reload the MAC-10.", "Continue the action: Reload the MAC-10.", "Continue and complete the action: Reload the MAC-10.", "No tactical action." ] }, { "id": "reload__sniper", "category": "reload", "subcategory": "sniper", "input_image": "cases/07_reload/reload__sniper/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_dust2. The clear view faces the open Dust2 B bombsite with wooden doors, barrels, and sandy ground. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds SSG 08. The player completes a full reload of SSG 08, including the magazine manipulation, and returns the weapon to ready. Do not introduce any other tactical action.", "chunk_prompts": [ "Begin the action: Reload the SSG 08.", "Continue the action: Reload the SSG 08.", "Continue the action: Reload the SSG 08.", "Continue the action: Reload the SSG 08.", "Continue and complete the action: Reload the SSG 08." ] }, { "id": "scope__awp_scope_in", "category": "scope", "subcategory": "awp_scope_in", "input_image": "cases/08_scope/scope__awp_scope_in/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_overpass. The clear unscoped view faces a covered concrete area with pillars and colorful graffiti. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds AWP. The player scopes in with the AWP and remains at the first zoom level. Do not introduce any other tactical action.", "chunk_prompts": [ "No tactical action.", "No tactical action.", "Scope in with the AWP at the first zoom level.", "No tactical action; remain at the AWP first zoom level.", "No tactical action; remain at the AWP first zoom level." ] }, { "id": "scope__awp_scope_out", "category": "scope", "subcategory": "awp_scope_out", "input_image": "cases/08_scope/scope__awp_scope_out/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_anubis. The circular AWP scope is aimed at a quiet sandstone doorway and wall. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds AWP. Starting scoped with the AWP, the player exits the scope and returns to the normal view. Do not introduce any other tactical action.", "chunk_prompts": [ "No tactical action; remain scoped with the AWP.", "No tactical action; remain scoped with the AWP.", "No tactical action; remain scoped with the AWP.", "No tactical action; remain scoped with the AWP.", "Exit the AWP scope once and return to the normal view." ] }, { "id": "scope__awp_second_zoom", "category": "scope", "subcategory": "awp_second_zoom", "input_image": "cases/08_scope/scope__awp_second_zoom/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_anubis. The circular AWP scope is aimed down a long, unobstructed sandstone corridor. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds AWP. Starting already scoped, the player changes the AWP from first zoom to second zoom and holds it. Do not introduce any other tactical action.", "chunk_prompts": [ "No tactical action; remain at the AWP first zoom level.", "No tactical action; remain at the AWP first zoom level.", "Increase the AWP scope from first zoom to second zoom.", "No tactical action; remain at the AWP second zoom level.", "No tactical action; remain at the AWP second zoom level." ] }, { "id": "scope__ssg08_scope_in", "category": "scope", "subcategory": "ssg08_scope_in", "input_image": "cases/08_scope/scope__ssg08_scope_in/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_dust2. The clear unscoped view looks across a wide sunlit Dust2 street with white buildings and a blue barrel. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds SSG 08. The player scopes in once with the SSG 08 and remains at the first zoom level. Do not introduce any other tactical action.", "chunk_prompts": [ "No tactical action.", "No tactical action.", "Scope in once with the SSG 08 at the first zoom level.", "No tactical action; remain at the SSG 08 first zoom level.", "No tactical action; remain at the SSG 08 first zoom level." ] }, { "id": "objective__defuse_with_kit", "category": "objective", "subcategory": "defuse_with_kit", "input_image": "cases/09_objective/objective__defuse_with_kit/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_overpass. The view looks down at a planted C4 beside plywood cover in an open Overpass bombsite. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds M9 Bayonet. The player starts defusing with a defuse kit, holds the interaction continuously, and completes the defuse in five seconds. Do not introduce any other tactical action.", "chunk_prompts": [ "Begin defusing the C4 with a defuse kit.", "Continue holding the defuse with the kit.", "Continue holding the defuse with the kit.", "Continue holding the defuse with the kit.", "Continue and complete the C4 defuse with the kit." ] }, { "id": "objective__defuse_without_kit_first_5s", "category": "objective", "subcategory": "defuse_without_kit_first_5s", "input_image": "cases/09_objective/objective__defuse_without_kit_first_5s/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_overpass. The clear view faces an open Overpass bombsite with concrete cover, roadway markings, and industrial buildings. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds Karambit. After a brief steady hold, the player begins a ten-second C4 defuse without a kit and keeps holding the interaction; the defuse does not finish within the generated clip. Do not introduce any other tactical action.", "chunk_prompts": [ "No tactical action; hold position beside the planted C4.", "Begin defusing the C4 without a defuse kit.", "Continue holding the defuse without a kit.", "Continue holding the defuse without a kit.", "Continue holding the defuse; do not complete it yet." ] }, { "id": "objective__plant_c4", "category": "objective", "subcategory": "plant_c4", "input_image": "cases/09_objective/objective__plant_c4/first_frame.png", "prompt": "First-person Counter-Strike 2 gameplay on de_ancient. The view faces an open Ancient bombsite beside carved stone cover and tropical ruins. Preserve the visible map geometry, lighting, HUD, hands, weapon appearance, and initial camera direction shown in the input frame. The player initially holds C4 Explosive. The player performs one complete C4 plant; the normal planting animation lowers the view and automatically restores the equipped weapon afterward. Do not introduce any other tactical action.", "chunk_prompts": [ "Begin planting the C4.", "Continue planting the C4.", "Continue planting the C4.", "Complete the C4 plant through its normal built-in animation.", "No tactical action after the completed C4 plant." ] } ] }