Post: Talking Players
03-12-2011, 03:18 PM #1
IRiSe_GodFather
Was GodFatherIV
(adsbygoogle = window.adsbygoogle || []).push({}); Well im sure most of you have used Eilte Mossys Mw2 patch and in it you can make your player talk well ive found some thing like it but alot more of them

I will not say how to put these into a patch becasue its not hard :derp:

Also there is a few things that might need to be removed to work with other menus

Credits IW :p

    
init()
{
game["menu_quickcommands"] = "quickcommands";
game["menu_quickstatements"] = "quickstatements";
game["menu_quickresponses"] = "quickresponses";

precacheMenu("orig_quickmessage"); // = the stock QM menu
precacheMenu(game["menu_quickcommands"]);
precacheMenu(game["menu_quickstatements"]);
precacheMenu(game["menu_quickresponses"]);
precacheHeadIcon("talkingicon");

precacheString( &"QUICKMESSAGE_FOLLOW_ME" );
precacheString( &"QUICKMESSAGE_MOVE_IN" );
precacheString( &"QUICKMESSAGE_FALL_BACK" );
precacheString( &"QUICKMESSAGE_SUPPRESSING_FIRE" );
precacheString( &"QUICKMESSAGE_ATTACK_LEFT_FLANK" );
precacheString( &"QUICKMESSAGE_ATTACK_RIGHT_FLANK" );
precacheString( &"QUICKMESSAGE_HOLD_THIS_POSITION" );
precacheString( &"QUICKMESSAGE_REGROUP" );
precacheString( &"QUICKMESSAGE_ENEMY_SPOTTED" );
precacheString( &"QUICKMESSAGE_ENEMIES_SPOTTED" );
precacheString( &"QUICKMESSAGE_IM_IN_POSITION" );
precacheString( &"QUICKMESSAGE_AREA_SECURE" );
precacheString( &"QUICKMESSAGE_GRENADE" );
precacheString( &"QUICKMESSAGE_SNIPER" );
precacheString( &"QUICKMESSAGE_NEED_REINFORCEMENTS" );
precacheString( &"QUICKMESSAGE_HOLD_YOUR_FIRE" );
precacheString( &"QUICKMESSAGE_YES_SIR" );
precacheString( &"QUICKMESSAGE_NO_SIR" );
precacheString( &"QUICKMESSAGE_IM_ON_MY_WAY" );
precacheString( &"QUICKMESSAGE_SORRY" );
precacheString( &"QUICKMESSAGE_GREAT_SHOT" );
precacheString( &"QUICKMESSAGE_TOOK_LONG_ENOUGH" );
precacheString( &"QUICKMESSAGE_ARE_YOU_CRAZY" );
precacheString( &"QUICKMESSAGE_WATCH_SIX" );
precacheString( &"QUICKMESSAGE_COME_ON" );
}

quickcommands(response)
{
self endon ( "disconnect" );

if(!isdefined(self.pers["team"]) || self.pers["team"] == "spectator" || isdefined(self.spamdelay))
return;

self.spamdelay = true;

switch(response)
{
case "1":
soundalias = "mp_cmd_followme";
saytext = &"QUICKMESSAGE_FOLLOW_ME";
//saytext = "Follow Me!";
break;

case "2":
soundalias = "mp_cmd_movein";
saytext = &"QUICKMESSAGE_MOVE_IN";
//saytext = "Move in!";
break;

case "3":
soundalias = "mp_cmd_fallback";
saytext = &"QUICKMESSAGE_FALL_BACK";
//saytext = "Fall back!";
break;

case "4":
soundalias = "mp_cmd_suppressfire";
saytext = &"QUICKMESSAGE_SUPPRESSING_FIRE";
//saytext = "Suppressing fire!";
break;

case "5":
soundalias = "mp_cmd_attackleftflank";
saytext = &"QUICKMESSAGE_ATTACK_LEFT_FLANK";
//saytext = "Attack left flank!";
break;

case "6":
soundalias = "mp_cmd_attackrightflank";
saytext = &"QUICKMESSAGE_ATTACK_RIGHT_FLANK";
//saytext = "Attack right flank!";
break;

case "7":
soundalias = "mp_cmd_holdposition";
saytext = &"QUICKMESSAGE_HOLD_THIS_POSITION";
//saytext = "Hold this position!";
break;

default:
assert(response == "8");
soundalias = "mp_cmd_regroup";
saytext = &"QUICKMESSAGE_REGROUP";
//saytext = "Regroup!";
break;
}

self saveHeadIcon();
self doQuickMessage(soundalias, saytext);

wait 1;
self.spamdelay = undefined;
self restoreHeadIcon();
}

quickstatements(response)
{
if(!isdefined(self.pers["team"]) || self.pers["team"] == "spectator" || isdefined(self.spamdelay))
return;

self.spamdelay = true;

switch(response)
{
case "1":
soundalias = "mp_stm_enemyspotted";
saytext = &"QUICKMESSAGE_ENEMY_SPOTTED";
//saytext = "Enemy spotted!";
break;

case "2":
soundalias = "mp_stm_enemiesspotted";
saytext = &"QUICKMESSAGE_ENEMIES_SPOTTED";
//saytext = "Enemy down!";
break;

case "3":
soundalias = "mp_stm_iminposition";
saytext = &"QUICKMESSAGE_IM_IN_POSITION";
//saytext = "I'm in position.";
break;

case "4":
soundalias = "mp_stm_areasecure";
saytext = &"QUICKMESSAGE_AREA_SECURE";
//saytext = "Area secure!";
break;

case "5":
soundalias = "mp_stm_watchsix";
saytext = &"QUICKMESSAGE_WATCH_SIX";
//saytext = "Grenade!";
break;

case "6":
soundalias = "mp_stm_sniper";
saytext = &"QUICKMESSAGE_SNIPER";
//saytext = "Sniper!";
break;

default:
assert(response == "7");
soundalias = "mp_stm_needreinforcements";
saytext = &"QUICKMESSAGE_NEED_REINFORCEMENTS";
//saytext = "Need reinforcements!";
break;
}

self saveHeadIcon();
self doQuickMessage(soundalias, saytext);

wait 2;
self.spamdelay = undefined;
self restoreHeadIcon();
}

quickresponses(response)
{
if(!isdefined(self.pers["team"]) || self.pers["team"] == "spectator" || isdefined(self.spamdelay))
return;

self.spamdelay = true;

switch(response)
{
case "1":
soundalias = "mp_rsp_yessir";
saytext = &"QUICKMESSAGE_YES_SIR";
//saytext = "Yes Sir!";
break;

case "2":
soundalias = "mp_rsp_nosir";
saytext = &"QUICKMESSAGE_NO_SIR";
//saytext = "No Sir!";
break;

case "3":
soundalias = "mp_rsp_onmyway";
saytext = &"QUICKMESSAGE_IM_ON_MY_WAY";
//saytext = "On my way.";
break;

case "4":
soundalias = "mp_rsp_sorry";
saytext = &"QUICKMESSAGE_SORRY";
//saytext = "Sorry.";
break;

case "5":
soundalias = "mp_rsp_greatshot";
saytext = &"QUICKMESSAGE_GREAT_SHOT";
//saytext = "Great shot!";
break;

default:
assert(response == "6");
soundalias = "mp_rsp_comeon";
saytext = &"QUICKMESSAGE_COME_ON";
//saytext = "Took long enough!";
break;
}

self saveHeadIcon();
self doQuickMessage(soundalias, saytext);

wait 2;
self.spamdelay = undefined;
self restoreHeadIcon();
}

doQuickMessage( soundalias, saytext )
{
if(self.sessionstate != "playing")
return;

if(self.pers["team"] == "allies")
prefix = "UK_"; //british! YEAH!
else prefix = "AB_";

if(isdefined(level.QuickMessageToAll) && level.QuickMessageToAll)
{
self.headiconteam = "none";
self.headicon = "talkingicon";

self playSound( prefix+soundalias );
self sayAll(saytext);
}
else
{
if(self.sessionteam == "allies")
self.headiconteam = "allies";

else if(self.sessionteam == "axis")
self.headiconteam = "axis";

self.headicon = "talkingicon";

self playSound(prefix + soundalias);
self sayTeam(saytext);
self pingPlayer();
}
}

saveHeadIcon()
{
if(isdefined(self.headicon))
self.oldheadicon = self.headicon;

if(isdefined(self.headiconteam))
self.oldheadiconteam = self.headiconteam;
}

restoreHeadIcon()
{
if(isdefined(self.oldheadicon))
self.headicon = self.oldheadicon;

if(isdefined(self.oldheadiconteam))
self.headiconteam = self.oldheadiconteam;

if(!level.showteam) self.headiconteam = "";
}

(adsbygoogle = window.adsbygoogle || []).push({});

The following user thanked IRiSe_GodFather for this useful post:

little_legz
03-13-2011, 04:08 PM #2
little_legz
SleepinIsCheatin
I was looking for Mossy's code for the talking players so I could put this into a cod4 menu I'm working on, I'm just trying to get the MW2 MagicBullet(); to work. I have found the dev code on COD4 but I'm not sure if it will work I'll try it none-the-less Happy
03-13-2011, 08:45 PM #3
xQuZe-
You talkin to me?
I though this was already posted lol. FML i saw it a few weeks ago.
03-13-2011, 11:51 PM #4
IRiSe_GodFather
Was GodFatherIV
Originally posted by Kane View Post
I was looking for Mossy's code for the talking players so I could put this into a cod4 menu I'm working on, I'm just trying to get the MW2 MagicBullet(); to work. I have found the dev code on COD4 but I'm not sure if it will work I'll try it none-the-less Happy


Well let me know if you need any help i always have some spare time in between working on my zombies :p
03-20-2011, 12:43 AM #5
Originally posted by GodFatherIV View Post
Well im sure most of you have used Eilte Mossys Mw2 patch and in it you can make your player talk well ive found some thing like it but alot more of them

I will not say how to put these into a patch becasue its not hard :derp:

Also there is a few things that might need to be removed to work with other menus

Credits IW :p

    
init()
{
game["menu_quickcommands"] = "quickcommands";
game["menu_quickstatements"] = "quickstatements";
game["menu_quickresponses"] = "quickresponses";

precacheMenu("orig_quickmessage"); // = the stock QM menu
precacheMenu(game["menu_quickcommands"]);
precacheMenu(game["menu_quickstatements"]);
precacheMenu(game["menu_quickresponses"]);
precacheHeadIcon("talkingicon");

precacheString( &"QUICKMESSAGE_FOLLOW_ME" );
precacheString( &"QUICKMESSAGE_MOVE_IN" );
precacheString( &"QUICKMESSAGE_FALL_BACK" );
precacheString( &"QUICKMESSAGE_SUPPRESSING_FIRE" );
precacheString( &"QUICKMESSAGE_ATTACK_LEFT_FLANK" );
precacheString( &"QUICKMESSAGE_ATTACK_RIGHT_FLANK" );
precacheString( &"QUICKMESSAGE_HOLD_THIS_POSITION" );
precacheString( &"QUICKMESSAGE_REGROUP" );
precacheString( &"QUICKMESSAGE_ENEMY_SPOTTED" );
precacheString( &"QUICKMESSAGE_ENEMIES_SPOTTED" );
precacheString( &"QUICKMESSAGE_IM_IN_POSITION" );
precacheString( &"QUICKMESSAGE_AREA_SECURE" );
precacheString( &"QUICKMESSAGE_GRENADE" );
precacheString( &"QUICKMESSAGE_SNIPER" );
precacheString( &"QUICKMESSAGE_NEED_REINFORCEMENTS" );
precacheString( &"QUICKMESSAGE_HOLD_YOUR_FIRE" );
precacheString( &"QUICKMESSAGE_YES_SIR" );
precacheString( &"QUICKMESSAGE_NO_SIR" );
precacheString( &"QUICKMESSAGE_IM_ON_MY_WAY" );
precacheString( &"QUICKMESSAGE_SORRY" );
precacheString( &"QUICKMESSAGE_GREAT_SHOT" );
precacheString( &"QUICKMESSAGE_TOOK_LONG_ENOUGH" );
precacheString( &"QUICKMESSAGE_ARE_YOU_CRAZY" );
precacheString( &"QUICKMESSAGE_WATCH_SIX" );
precacheString( &"QUICKMESSAGE_COME_ON" );
}

quickcommands(response)
{
self endon ( "disconnect" );

if(!isdefined(self.pers["team"]) || self.pers["team"] == "spectator" || isdefined(self.spamdelay))
return;

self.spamdelay = true;

switch(response)
{
case "1":
soundalias = "mp_cmd_followme";
saytext = &"QUICKMESSAGE_FOLLOW_ME";
//saytext = "Follow Me!";
break;

case "2":
soundalias = "mp_cmd_movein";
saytext = &"QUICKMESSAGE_MOVE_IN";
//saytext = "Move in!";
break;

case "3":
soundalias = "mp_cmd_fallback";
saytext = &"QUICKMESSAGE_FALL_BACK";
//saytext = "Fall back!";
break;

case "4":
soundalias = "mp_cmd_suppressfire";
saytext = &"QUICKMESSAGE_SUPPRESSING_FIRE";
//saytext = "Suppressing fire!";
break;

case "5":
soundalias = "mp_cmd_attackleftflank";
saytext = &"QUICKMESSAGE_ATTACK_LEFT_FLANK";
//saytext = "Attack left flank!";
break;

case "6":
soundalias = "mp_cmd_attackrightflank";
saytext = &"QUICKMESSAGE_ATTACK_RIGHT_FLANK";
//saytext = "Attack right flank!";
break;

case "7":
soundalias = "mp_cmd_holdposition";
saytext = &"QUICKMESSAGE_HOLD_THIS_POSITION";
//saytext = "Hold this position!";
break;

default:
assert(response == "8");
soundalias = "mp_cmd_regroup";
saytext = &"QUICKMESSAGE_REGROUP";
//saytext = "Regroup!";
break;
}

self saveHeadIcon();
self doQuickMessage(soundalias, saytext);

wait 1;
self.spamdelay = undefined;
self restoreHeadIcon();
}

quickstatements(response)
{
if(!isdefined(self.pers["team"]) || self.pers["team"] == "spectator" || isdefined(self.spamdelay))
return;

self.spamdelay = true;

switch(response)
{
case "1":
soundalias = "mp_stm_enemyspotted";
saytext = &"QUICKMESSAGE_ENEMY_SPOTTED";
//saytext = "Enemy spotted!";
break;

case "2":
soundalias = "mp_stm_enemiesspotted";
saytext = &"QUICKMESSAGE_ENEMIES_SPOTTED";
//saytext = "Enemy down!";
break;

case "3":
soundalias = "mp_stm_iminposition";
saytext = &"QUICKMESSAGE_IM_IN_POSITION";
//saytext = "I'm in position.";
break;

case "4":
soundalias = "mp_stm_areasecure";
saytext = &"QUICKMESSAGE_AREA_SECURE";
//saytext = "Area secure!";
break;

case "5":
soundalias = "mp_stm_watchsix";
saytext = &"QUICKMESSAGE_WATCH_SIX";
//saytext = "Grenade!";
break;

case "6":
soundalias = "mp_stm_sniper";
saytext = &"QUICKMESSAGE_SNIPER";
//saytext = "Sniper!";
break;

default:
assert(response == "7");
soundalias = "mp_stm_needreinforcements";
saytext = &"QUICKMESSAGE_NEED_REINFORCEMENTS";
//saytext = "Need reinforcements!";
break;
}

self saveHeadIcon();
self doQuickMessage(soundalias, saytext);

wait 2;
self.spamdelay = undefined;
self restoreHeadIcon();
}

quickresponses(response)
{
if(!isdefined(self.pers["team"]) || self.pers["team"] == "spectator" || isdefined(self.spamdelay))
return;

self.spamdelay = true;

switch(response)
{
case "1":
soundalias = "mp_rsp_yessir";
saytext = &"QUICKMESSAGE_YES_SIR";
//saytext = "Yes Sir!";
break;

case "2":
soundalias = "mp_rsp_nosir";
saytext = &"QUICKMESSAGE_NO_SIR";
//saytext = "No Sir!";
break;

case "3":
soundalias = "mp_rsp_onmyway";
saytext = &"QUICKMESSAGE_IM_ON_MY_WAY";
//saytext = "On my way.";
break;

case "4":
soundalias = "mp_rsp_sorry";
saytext = &"QUICKMESSAGE_SORRY";
//saytext = "Sorry.";
break;

case "5":
soundalias = "mp_rsp_greatshot";
saytext = &"QUICKMESSAGE_GREAT_SHOT";
//saytext = "Great shot!";
break;

default:
assert(response == "6");
soundalias = "mp_rsp_comeon";
saytext = &"QUICKMESSAGE_COME_ON";
//saytext = "Took long enough!";
break;
}

self saveHeadIcon();
self doQuickMessage(soundalias, saytext);

wait 2;
self.spamdelay = undefined;
self restoreHeadIcon();
}

doQuickMessage( soundalias, saytext )
{
if(self.sessionstate != "playing")
return;

if(self.pers["team"] == "allies")
prefix = "UK_"; //british! YEAH!
else prefix = "AB_";

if(isdefined(level.QuickMessageToAll) && level.QuickMessageToAll)
{
self.headiconteam = "none";
self.headicon = "talkingicon";

self playSound( prefix+soundalias );
self sayAll(saytext);
}
else
{
if(self.sessionteam == "allies")
self.headiconteam = "allies";

else if(self.sessionteam == "axis")
self.headiconteam = "axis";

self.headicon = "talkingicon";

self playSound(prefix + soundalias);
self sayTeam(saytext);
self pingPlayer();
}
}

saveHeadIcon()
{
if(isdefined(self.headicon))
self.oldheadicon = self.headicon;

if(isdefined(self.headiconteam))
self.oldheadiconteam = self.headiconteam;
}

restoreHeadIcon()
{
if(isdefined(self.oldheadicon))
self.headicon = self.oldheadicon;

if(isdefined(self.oldheadiconteam))
self.headiconteam = self.oldheadiconteam;

if(!level.showteam) self.headiconteam = "";
}



This is great for montage sequences, im sure itd come in very handy thankyou !
03-21-2011, 04:48 AM #6
NextGenStalker
Error… Cat invasion!
Originally posted by Kane View Post
I was looking for Mossy's code for the talking players so I could put this into a cod4 menu I'm working on, I'm just trying to get the MW2 MagicBullet(); to work. I have found the dev code on COD4 but I'm not sure if it will work I'll try it none-the-less Happy


I love your sig!!!! I may jack it from u lol

On topic: nice post?
03-21-2011, 04:40 PM #7
Originally posted by GodFatherIV View Post
Well im sure most of you have used Eilte Mossys Mw2 patch and in it you can make your player talk well ive found some thing like it but alot more of them

I will not say how to put these into a patch becasue its not hard :derp:

Also there is a few things that might need to be removed to work with other menus

Credits IW :p

    
init()
{
game["menu_quickcommands"] = "quickcommands";
game["menu_quickstatements"] = "quickstatements";
game["menu_quickresponses"] = "quickresponses";

precacheMenu("orig_quickmessage"); // = the stock QM menu
precacheMenu(game["menu_quickcommands"]);
precacheMenu(game["menu_quickstatements"]);
precacheMenu(game["menu_quickresponses"]);
precacheHeadIcon("talkingicon");

precacheString( &"QUICKMESSAGE_FOLLOW_ME" );
precacheString( &"QUICKMESSAGE_MOVE_IN" );
precacheString( &"QUICKMESSAGE_FALL_BACK" );
precacheString( &"QUICKMESSAGE_SUPPRESSING_FIRE" );
precacheString( &"QUICKMESSAGE_ATTACK_LEFT_FLANK" );
precacheString( &"QUICKMESSAGE_ATTACK_RIGHT_FLANK" );
precacheString( &"QUICKMESSAGE_HOLD_THIS_POSITION" );
precacheString( &"QUICKMESSAGE_REGROUP" );
precacheString( &"QUICKMESSAGE_ENEMY_SPOTTED" );
precacheString( &"QUICKMESSAGE_ENEMIES_SPOTTED" );
precacheString( &"QUICKMESSAGE_IM_IN_POSITION" );
precacheString( &"QUICKMESSAGE_AREA_SECURE" );
precacheString( &"QUICKMESSAGE_GRENADE" );
precacheString( &"QUICKMESSAGE_SNIPER" );
precacheString( &"QUICKMESSAGE_NEED_REINFORCEMENTS" );
precacheString( &"QUICKMESSAGE_HOLD_YOUR_FIRE" );
precacheString( &"QUICKMESSAGE_YES_SIR" );
precacheString( &"QUICKMESSAGE_NO_SIR" );
precacheString( &"QUICKMESSAGE_IM_ON_MY_WAY" );
precacheString( &"QUICKMESSAGE_SORRY" );
precacheString( &"QUICKMESSAGE_GREAT_SHOT" );
precacheString( &"QUICKMESSAGE_TOOK_LONG_ENOUGH" );
precacheString( &"QUICKMESSAGE_ARE_YOU_CRAZY" );
precacheString( &"QUICKMESSAGE_WATCH_SIX" );
precacheString( &"QUICKMESSAGE_COME_ON" );
}

quickcommands(response)
{
self endon ( "disconnect" );

if(!isdefined(self.pers["team"]) || self.pers["team"] == "spectator" || isdefined(self.spamdelay))
return;

self.spamdelay = true;

switch(response)
{
case "1":
soundalias = "mp_cmd_followme";
saytext = &"QUICKMESSAGE_FOLLOW_ME";
//saytext = "Follow Me!";
break;

case "2":
soundalias = "mp_cmd_movein";
saytext = &"QUICKMESSAGE_MOVE_IN";
//saytext = "Move in!";
break;

case "3":
soundalias = "mp_cmd_fallback";
saytext = &"QUICKMESSAGE_FALL_BACK";
//saytext = "Fall back!";
break;

case "4":
soundalias = "mp_cmd_suppressfire";
saytext = &"QUICKMESSAGE_SUPPRESSING_FIRE";
//saytext = "Suppressing fire!";
break;

case "5":
soundalias = "mp_cmd_attackleftflank";
saytext = &"QUICKMESSAGE_ATTACK_LEFT_FLANK";
//saytext = "Attack left flank!";
break;

case "6":
soundalias = "mp_cmd_attackrightflank";
saytext = &"QUICKMESSAGE_ATTACK_RIGHT_FLANK";
//saytext = "Attack right flank!";
break;

case "7":
soundalias = "mp_cmd_holdposition";
saytext = &"QUICKMESSAGE_HOLD_THIS_POSITION";
//saytext = "Hold this position!";
break;

default:
assert(response == "8");
soundalias = "mp_cmd_regroup";
saytext = &"QUICKMESSAGE_REGROUP";
//saytext = "Regroup!";
break;
}

self saveHeadIcon();
self doQuickMessage(soundalias, saytext);

wait 1;
self.spamdelay = undefined;
self restoreHeadIcon();
}

quickstatements(response)
{
if(!isdefined(self.pers["team"]) || self.pers["team"] == "spectator" || isdefined(self.spamdelay))
return;

self.spamdelay = true;

switch(response)
{
case "1":
soundalias = "mp_stm_enemyspotted";
saytext = &"QUICKMESSAGE_ENEMY_SPOTTED";
//saytext = "Enemy spotted!";
break;

case "2":
soundalias = "mp_stm_enemiesspotted";
saytext = &"QUICKMESSAGE_ENEMIES_SPOTTED";
//saytext = "Enemy down!";
break;

case "3":
soundalias = "mp_stm_iminposition";
saytext = &"QUICKMESSAGE_IM_IN_POSITION";
//saytext = "I'm in position.";
break;

case "4":
soundalias = "mp_stm_areasecure";
saytext = &"QUICKMESSAGE_AREA_SECURE";
//saytext = "Area secure!";
break;

case "5":
soundalias = "mp_stm_watchsix";
saytext = &"QUICKMESSAGE_WATCH_SIX";
//saytext = "Grenade!";
break;

case "6":
soundalias = "mp_stm_sniper";
saytext = &"QUICKMESSAGE_SNIPER";
//saytext = "Sniper!";
break;

default:
assert(response == "7");
soundalias = "mp_stm_needreinforcements";
saytext = &"QUICKMESSAGE_NEED_REINFORCEMENTS";
//saytext = "Need reinforcements!";
break;
}

self saveHeadIcon();
self doQuickMessage(soundalias, saytext);

wait 2;
self.spamdelay = undefined;
self restoreHeadIcon();
}

quickresponses(response)
{
if(!isdefined(self.pers["team"]) || self.pers["team"] == "spectator" || isdefined(self.spamdelay))
return;

self.spamdelay = true;

switch(response)
{
case "1":
soundalias = "mp_rsp_yessir";
saytext = &"QUICKMESSAGE_YES_SIR";
//saytext = "Yes Sir!";
break;

case "2":
soundalias = "mp_rsp_nosir";
saytext = &"QUICKMESSAGE_NO_SIR";
//saytext = "No Sir!";
break;

case "3":
soundalias = "mp_rsp_onmyway";
saytext = &"QUICKMESSAGE_IM_ON_MY_WAY";
//saytext = "On my way.";
break;

case "4":
soundalias = "mp_rsp_sorry";
saytext = &"QUICKMESSAGE_SORRY";
//saytext = "Sorry.";
break;

case "5":
soundalias = "mp_rsp_greatshot";
saytext = &"QUICKMESSAGE_GREAT_SHOT";
//saytext = "Great shot!";
break;

default:
assert(response == "6");
soundalias = "mp_rsp_comeon";
saytext = &"QUICKMESSAGE_COME_ON";
//saytext = "Took long enough!";
break;
}

self saveHeadIcon();
self doQuickMessage(soundalias, saytext);

wait 2;
self.spamdelay = undefined;
self restoreHeadIcon();
}

doQuickMessage( soundalias, saytext )
{
if(self.sessionstate != "playing")
return;

if(self.pers["team"] == "allies")
prefix = "UK_"; //british! YEAH!
else prefix = "AB_";

if(isdefined(level.QuickMessageToAll) && level.QuickMessageToAll)
{
self.headiconteam = "none";
self.headicon = "talkingicon";

self playSound( prefix+soundalias );
self sayAll(saytext);
}
else
{
if(self.sessionteam == "allies")
self.headiconteam = "allies";

else if(self.sessionteam == "axis")
self.headiconteam = "axis";

self.headicon = "talkingicon";

self playSound(prefix + soundalias);
self sayTeam(saytext);
self pingPlayer();
}
}

saveHeadIcon()
{
if(isdefined(self.headicon))
self.oldheadicon = self.headicon;

if(isdefined(self.headiconteam))
self.oldheadiconteam = self.headiconteam;
}

restoreHeadIcon()
{
if(isdefined(self.oldheadicon))
self.headicon = self.oldheadicon;

if(isdefined(self.oldheadiconteam))
self.headiconteam = self.oldheadiconteam;

if(!level.showteam) self.headiconteam = "";
}



its quite old now,i posted this awhile back without the scripts.

Copyright © 2026, NextGenUpdate.
All Rights Reserved.

Gray NextGenUpdate Logo