Post: [Script] - Make Your Person Say Something..
08-14-2011, 11:34 PM #1
Correy
I'm the Original
(adsbygoogle = window.adsbygoogle || []).push({}); there's a few ways of doing this..
the full way which Activision used or the way i'm showing you..

if you want to use the Activision way i will just give you the .gsc file
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add this to the top of your GSC
    
#include maps\mp\gametypes\_quickmessages;


now, you need the say commads.. here they are
    
mp_cmd_followme
mp_cmd_movein
mp_cmd_fallback
mp_cmd_suppressfire
mp_cmd_attackleftflank
mp_cmd_attackrightflank
mp_cmd_holdposition
mp_cmd_regroup
mp_stm_enemyspotted
mp_stm_enemiesspotted
mp_stm_iminposition
mp_stm_areasecure
mp_stm_watchsix
mp_stm_sniper
mp_stm_needreinforcements
mp_rsp_yessir
mp_rsp_nosir
mp_rsp_onmyway
mp_rsp_sorry
mp_rsp_greatshot
mp_rsp_comeon


now, you need to add it to a code..
    
self doQuickMessage(SOUNDNAME, "");


now, the SOUNDNAME is one of the codes about, the "" is for the activision way which requires precacheString but i you can take the "" out i think.
here's an example..

    
self doQuickMessage(mp_rsp_comeon);
self doQuickMessage("mp_rsp_comeon", "");


let me know if you want a script of toggle all these, it's not hard.
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08-15-2011, 12:43 PM #11
Correy
I'm the Original
Originally posted by x. View Post
Er, yes it is Smile

Try this ( use it like that without self or player in front of it..

PlaySoundOnPlayers("mp_victory_soviet");


There are lots of built in sound and print functions that you can use..

Here are a few of them..

playSoundOnPlayers( sound, team )
play_sound_on_tag( alias, tag )
printOnTeam(text, team)
printBoldOnTeam(text, team)
printBoldOnTeamArg(text, team, arg)
printAndSoundOnEveryone( team, otherteam, printFriendly, printEnemy, soundFriendly, soundEnemy, printarg )
_playLocalSound( soundAlias )
playSoundToTeam( soundAlias, team, self );
play_sound_in_space (alias, origin, master)
fire_effect()

---------- Post added at 08:11 AM ---------- Previous post was at 08:03 AM ----------


What I meant was. Make a function like this

Chat(soundalias, saytext ){
self playSound(soundalias );
self sayAll(saytext);}

Then you can just switch whatever sound you want. A lot of the sounds work, some don't though. Look back at the MW2 patches by Mossy and Dt etc.. they all used this method..

BTW, in your OP, thats what the second set of "" do. It prints on screen with your name next to when you say the sound alias.

EDIT: This probably works without any precache or #include

self doSound( soundAlias );

with any of the bits with "" around below..

level.bcSounds["reload"] = "inform_reloading_generic";
level.bcSounds["frag_out"] = "inform_attack_grenade";
level.bcSounds["flash_out"] = "inform_attack_flashbang";
level.bcSounds["smoke_out"] = "inform_attack_smoke";
level.bcSounds["conc_out"] = "inform_attack_stun";
level.bcSounds["c4_plant"] = "inform_attack_thwc4";
level.bcSounds["claymore_plant"] = "inform_plant_claymore";
level.bcSounds["kill"] = "inform_killfirm_infantry";
level.bcSounds["casualty"] = "inform_casualty_generic";

---------- Post added at 08:21 AM ---------- Previous post was at 08:11 AM ----------

^^ I have no idea what is going on there with the double post thing... it wasn't me .. Winky Winky


great, thanks for this Winky Winky:love:
08-15-2011, 02:49 PM #12
lol i like this good find
08-15-2011, 02:59 PM #13
Originally posted by IELIITEMODZX View Post
lol i like this good find


We used this back in the MW2 patches. Trust me, it gets boring very quickly :(
08-15-2011, 09:52 PM #14
Originally posted by x. View Post
We used this back in the MW2 patches. Trust me, it gets boring very quickly :(
ino but thats mw2
08-15-2011, 10:31 PM #15
Blackstorm
Veni. Vidi. Vici.
Originally posted by x. View Post
Er, yes it is Smile

Try this ( use it like that without self or player in front of it..

PlaySoundOnPlayers("mp_victory_soviet");


There are lots of built in sound and print functions that you can use..

Here are a few of them..

playSoundOnPlayers( sound, team )
play_sound_on_tag( alias, tag )
printOnTeam(text, team)
printBoldOnTeam(text, team)
printBoldOnTeamArg(text, team, arg)
printAndSoundOnEveryone( team, otherteam, printFriendly, printEnemy, soundFriendly, soundEnemy, printarg )
_playLocalSound( soundAlias )
playSoundToTeam( soundAlias, team, self );
play_sound_in_space (alias, origin, master)
fire_effect()

---------- Post added at 08:11 AM ---------- Previous post was at 08:03 AM ----------


What I meant was. Make a function like this

Chat(soundalias, saytext ){
self playSound(soundalias );
self sayAll(saytext);}

Then you can just switch whatever sound you want. A lot of the sounds work, some don't though. Look back at the MW2 patches by Mossy and Dt etc.. they all used this method..

BTW, in your OP, thats what the second set of "" do. It prints on screen with your name next to when you say the sound alias.

EDIT: This probably works without any precache or #include

self doSound( soundAlias );

with any of the bits with "" around below..

level.bcSounds["reload"] = "inform_reloading_generic";
level.bcSounds["frag_out"] = "inform_attack_grenade";
level.bcSounds["flash_out"] = "inform_attack_flashbang";
level.bcSounds["smoke_out"] = "inform_attack_smoke";
level.bcSounds["conc_out"] = "inform_attack_stun";
level.bcSounds["c4_plant"] = "inform_attack_thwc4";
level.bcSounds["claymore_plant"] = "inform_plant_claymore";
level.bcSounds["kill"] = "inform_killfirm_infantry";
level.bcSounds["casualty"] = "inform_casualty_generic";

---------- Post added at 08:21 AM ---------- Previous post was at 08:11 AM ----------

^^ I have no idea what is going on there with the double post thing... it wasn't me .. Winky Winky


I found it, it's not a built in game function but a pre-defined function in one of the GSC's.
08-15-2011, 11:19 PM #16
Originally posted by Blackstorm View Post


I found it, it's not a built in game function but a pre-defined function in one of the GSC's.

yes but you said it wasn't even a function at all but it is Winky Winky if you'd asked I would have told you where to find it to save you looking... and for some reason, playing that music over and over seems to make the game better..

---------- Post added at 12:19 AM ---------- Previous post was at 12:16 AM ----------

Originally posted by IELIITEMODZX View Post
ino but thats mw2
same thing, different game.. it still gets boring quite quickly..
08-15-2011, 11:25 PM #17
Default Avatar
Newelly
Guest

A(){
self doQuickMessage(mp_cmd_followme);
self doQuickMessage("mp_cmd_followme", "");
}

B(){
self doQuickMessage(mp_cmd_movein);
self doQuickMessage("mp_cmd_movein", "");
}

C(){
self doQuickMessage(mp_cmd_fallback);
self doQuickMessage("mp_cmd_fallback", "");
}

D(){
self doQuickMessage(mp_cmd_suppressfire);
self doQuickMessage("mp_cmd_suppressfire", "");
}

E(){
self doQuickMessage(mp_cmd_attackleftflank);
self doQuickMessage("mp_cmd_attackleftflank", "");
}

F(){
self doQuickMessage(mp_cmd_attackrightflank);
self doQuickMessage("mp_cmd_attackrightflank", "");
}

G(){
self doQuickMessage(mp_cmd_holdposition);
self doQuickMessage("mp_cmd_holdposition", "");
}

H(){
self doQuickMessage(mp_cmd_regroup);
self doQuickMessage("mp_cmd_regroup", "");
}

I(){
self doQuickMessage(mp_stm_enemyspotted);
self doQuickMessage("mp_stm_enemyspotted", "");
}
J(){
self doQuickMessage(mp_stm_enemiesspotted);
self doQuickMessage("mp_stm_enemiesspotted", "");
}
K(){
self doQuickMessage(mp_stm_iminposition);
self doQuickMessage("mp_stm_iminposition", "");
}

L(){
self doQuickMessage(mp_stm_areasecure);
self doQuickMessage("mp_stm_areasecure", "");
}

M(){
self doQuickMessage(mp_stm_watchsix);
self doQuickMessage("mp_stm_watchsix", "");
}

N(){
self doQuickMessage(mp_stm_sniper);
self doQuickMessage("mp_stm_sniper", "");
}

O(){
self doQuickMessage(mp_stm_needreinforcements);
self doQuickMessage("mp_stm_needreinforcements", "");
}

P(){
self doQuickMessage(mp_stm_yessir);
self doQuickMessage("mp_stm_yessir", "");
}

Q(){
self doQuickMessage(mp_rsp_nosir);
self doQuickMessage("mp_rsp_nosir", "");
}

R(){
self doQuickMessage(mp_rsp_onmyway);
self doQuickMessage("mp_rsp_onmyway", "");
}

S(){
self doQuickMessage(mp_rsp_sorry);
self doQuickMessage("mp_rsp_sorry", "");
}

T(){
self doQuickMessage(mp_rsp_greatshot);
self doQuickMessage("mp_rsp_greatshot", "");
}

U(){
self doQuickMessage(mp_rsp_comeon);
self doQuickMessage("mp_rsp_comeon", "");
}


//Feel Free To Use For Your Menus Cool Man (aka Tustin)
08-16-2011, 12:06 AM #18
Correy
I'm the Original
Originally posted by Newelly View Post

A(){
self doQuickMessage(mp_cmd_followme);
self doQuickMessage("mp_cmd_followme", "");
}

B(){
self doQuickMessage(mp_cmd_movein);
self doQuickMessage("mp_cmd_movein", "");
}

C(){
self doQuickMessage(mp_cmd_fallback);
self doQuickMessage("mp_cmd_fallback", "");
}

D(){
self doQuickMessage(mp_cmd_suppressfire);
self doQuickMessage("mp_cmd_suppressfire", "");
}

E(){
self doQuickMessage(mp_cmd_attackleftflank);
self doQuickMessage("mp_cmd_attackleftflank", "");
}

F(){
self doQuickMessage(mp_cmd_attackrightflank);
self doQuickMessage("mp_cmd_attackrightflank", "");
}

G(){
self doQuickMessage(mp_cmd_holdposition);
self doQuickMessage("mp_cmd_holdposition", "");
}

H(){
self doQuickMessage(mp_cmd_regroup);
self doQuickMessage("mp_cmd_regroup", "");
}

I(){
self doQuickMessage(mp_stm_enemyspotted);
self doQuickMessage("mp_stm_enemyspotted", "");
}
J(){
self doQuickMessage(mp_stm_enemiesspotted);
self doQuickMessage("mp_stm_enemiesspotted", "");
}
K(){
self doQuickMessage(mp_stm_iminposition);
self doQuickMessage("mp_stm_iminposition", "");
}

L(){
self doQuickMessage(mp_stm_areasecure);
self doQuickMessage("mp_stm_areasecure", "");
}

M(){
self doQuickMessage(mp_stm_watchsix);
self doQuickMessage("mp_stm_watchsix", "");
}

N(){
self doQuickMessage(mp_stm_sniper);
self doQuickMessage("mp_stm_sniper", "");
}

O(){
self doQuickMessage(mp_stm_needreinforcements);
self doQuickMessage("mp_stm_needreinforcements", "");
}

P(){
self doQuickMessage(mp_stm_yessir);
self doQuickMessage("mp_stm_yessir", "");
}

Q(){
self doQuickMessage(mp_rsp_nosir);
self doQuickMessage("mp_rsp_nosir", "");
}

R(){
self doQuickMessage(mp_rsp_onmyway);
self doQuickMessage("mp_rsp_onmyway", "");
}

S(){
self doQuickMessage(mp_rsp_sorry);
self doQuickMessage("mp_rsp_sorry", "");
}

T(){
self doQuickMessage(mp_rsp_greatshot);
self doQuickMessage("mp_rsp_greatshot", "");
}

U(){
self doQuickMessage(mp_rsp_comeon);
self doQuickMessage("mp_rsp_comeon", "");
}


//Feel Free To Use For Your Menus Cool Man (aka Tustin)


much smaller
    
Toggle Sounds()
{
self endon("disconnect");
self endon("death");
Sounds=""mp_cmd_followme mp_cmd_movein mp_cmd_fallback mp_cmd_suppressfire mp_cmd_attackrightflank mp_cmd_holdposition mp_cmd_regroup mp_stm_enemyspotted mp_stm_iminposition mp_stm_areasecure mp_stm_watchsix mp_stm_sniper mp_stm_needreinforcements mp_stm_yessir mp_rsp_nosir mp_rsp_onmyway mp_rsp_sorry mp_rsp_greatshot mp_rsp_comeon;
s=strTok(Sounds," ");
i=0;
for(;Winky Winky
{
self doQuickMessage( s[i], 0.5 );
self iprintln("Played Sound: "+s[i]);
i++;
if(i>=s.size)i=0;
wait 1;
}
}


toggles through them all.

The following user thanked Correy for this useful post:

08-16-2011, 12:38 AM #19
Default Avatar
Newelly
Guest
Originally posted by Correy View Post
much smaller
    
Toggle Sounds()
{
self endon("disconnect");
self endon("death");
Sounds=""mp_cmd_followme mp_cmd_movein mp_cmd_fallback mp_cmd_suppressfire mp_cmd_attackrightflank mp_cmd_holdposition mp_cmd_regroup mp_stm_enemyspotted mp_stm_iminposition mp_stm_areasecure mp_stm_watchsix mp_stm_sniper mp_stm_needreinforcements mp_stm_yessir mp_rsp_nosir mp_rsp_onmyway mp_rsp_sorry mp_rsp_greatshot mp_rsp_comeon;
s=strTok(Sounds," ");
i=0;
for(;Winky Winky
{
self doQuickMessage( s[i], 0.5 );
self iprintln("Played Sound: "+s[i]);
i++;
if(i>=s.size)i=0;
wait 1;
}
}


toggles through them all.


ah im using this thanks <3

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