- Code: Select all
//attack sound/player/voice/attack 1
//attackinfive sound/player/voice/attackinfive 1
//coverme sound/player/voice/coverme 1
//defend sound/player/voice/defend 1
//freelance sound/player/voice/freelance 1
//incoming sound/player/voice/incoming 1
//meet sound/player/voice/meet 1
//needhelp sound/player/voice/needhelp 1
//seenflag sound/player/voice/seenflag 2
//taunt sound/player/voice/taunt 9
//teamshoot sound/player/voice/teamshoot 5
death sound/debug/v_death 0
drown sound/debug/v_drown 0
fall sound/debug/v_fall 3
//fall misc/hitground 4
falling sound/debug/v_falling 0
gasp sound/debug/v_gasp 0
jump sound/debug/v_jump 0
pain25 sound/debug/v_pain25 0
pain50 sound/debug/v_pain50 0
pain75 sound/debug/v_pain75 0
pain100 sound/debug/v_pain100 0
We need sounds for each of these (falling is not coded yet, though) matching each player model.
Otherwise, I will have to remove this code AGAIN. As you see above, this is the same system as was previously used for the attack/defend/etc. team radio messages. I recorded my own ridiculous and badly accented voice for this, it was hard to understand, but it worked. I deleted it, due to the low quality of the sounds used for testing and due to NOBODY HELPING EVEN THOUGH I HAD
SPECIFICALLY ASKED TO.
So it looks like if nobody of you can help, this will get REMOVED AGAIN.
The sounds are specified as follows:
event soundfilebase 0 - plays soundfilebase.wav when the event happens
event soundfilebase <number> - plays one of soundfilebase1.wav to soundfilebase<number>.wav when the event happens (randomly)
The following sounds are needed (with text EXAMPLES (not strict) in parentheses):
attack: voice message asking others to attack (the enemy base in CTF) ("Attack!")
attackinfive: voice message for a synchronized attack ("Attack in 5... 4... 3... 2... 1... NOW!")
coverme: voice message asking a team mate to cover you ("Cover me!")
defend: voice message asking others to defend ("Defend!")
freelance: voice message telling others to decide what to do on their own ("Do whatever you want.")
incoming: voice message telling others that an enemy is coming ("Incoming!")
meet: voice message telling others to meet at a set waypoint sprite ("Let's meet at the waypoint.")
needhelp: voice message asking for help (e.g. flag carrier under attack) ("Help!" or "I'm under heavy attack!")
seenflag: voice message indicating that one has seen the flag ("I've seen the flag!")
taunt: taunt messages, light insults (should be multiple)
teamshoot: message to tell others not to shoot team mates ("Same team!" or "Are you color blind?")
death: sound when one dies
drown: sound when one dies of too much water

fall: sound when one hits the floor
falling: sound when one falls fast in air (currently not implemented)
gasp: gasping noise when one comes out of water and needs much air
jump: jumping sound
pain25: pain sound when one is almost dead
pain50: pain sound when one is very injured
pain75: pain sound when one is injured
pain100: pain sound when one is just lightly injured
But given the experience from last time, I bet nobody will make sounds for us anyway, and I'll have to disable that code AGAIN. This lack of support really annoyed me last time, and will sure annoy me this time too.
BTW: sharing the same sound between models sure makes sense, especially between models of the same sex.