Post: [CODE] Make Player Talk!
01-29-2011, 01:50 AM #1
firefox7
XBOX 360 SUCKS
(adsbygoogle = window.adsbygoogle || []).push({}); Hey NGU,
I found this wonderful code in a gsc that i didnt find when i search for it so here it is Happy
I saw this is mossys private patch btw Winky Winky
haha great way to communicate to friends! yes sir... no sir



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

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 2;
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;

prefix = maps\mp\gametypes\_teams::getTeamVoicePrefix( self.team );

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;
}
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The following 2 users say thank you to firefox7 for this useful post:

AgentSexyPig,
01-29-2011, 09:03 AM #11
Beta-
< ^ > < ^ >
Regardless of what the code is Give him credit for trying
01-29-2011, 09:13 AM #12
Mr Hankey
◕‿◕
lol funny talk :p
01-29-2011, 09:27 AM #13
Originally posted by firefox7 View Post
Hey NGU,
I found this wonderful code in a gsc that i didnt find when i search for it so here it is Happy
I saw this is mossys private patch btw Winky Winky
haha great way to communicate to friends! yes sir... no sir



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

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 2;
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;

prefix = maps\mp\gametypes\_teams::getTeamVoicePrefix( self.team );

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;
}


i have this in my edit of mossy's... i did it in less then 1/4 of this code :/

SayAll("text here") //These already are visable to All/Team.
SayTeam("text here")
01-29-2011, 10:08 AM #14
Default Avatar
Gizmo
Guest
Originally posted by xX View Post
i have this in my edit of mossy's... i did it in less then 1/4 of this code :/

SayAll("text here") //These already are visable to All/Team.
SayTeam("text here")


You just saw DaftVader write that and tried to copy him Happy

Im going to bind some of these, and see how good they are Smile
01-29-2011, 10:29 AM #15
Pauly
Banned
Originally posted by 95 View Post
You just saw DaftVader write that and tried to copy him Happy

Im going to bind some of these, and see how good they are Smile

GIZMO ur a beast :carling:
01-29-2011, 01:03 PM #16
EliteMossy
TheDigitalBoard.com
I wrote my own function for the talking, and its only 2 lines of code Winky Winky It is really easy tho and note only a few of the sounds work.

I added to my patch to be different.
01-29-2011, 01:40 PM #17
Originally posted by Skyl1n3 View Post
It's actually
    sayall("*your text here*");
playsound("flag_spawned");
I think, or something like that Smile


The one i posted works for the voices..
01-29-2011, 01:49 PM #18
DEREKTROTTER
You're Goddamn Right
these are the ones that "should" work in MP

    
spawn_music
defeat_music
victory_music
winning_music
losing_music
mission_succes
mission_fail
draw
encourage_win
encourage_lost
timesup
winning
losing
winning_fight
losing_fight
lead_lost
tied
lead_taken
lastalive
boost
hardcore
highspeed
tactical
challengecomplete
promotion
acheive_bomb
bomb_taken
bomb_defused
bomb_planted
securedobj
lostobj
obj_defend
obj_destroy
capture_obj
capture_objs
hq_located
hq_captured
hq_destroyed
hq_offline
hq_online
new_positions
pushforward
attack
defend
offense
defense
halftime
overtime
switching
ourflag
ourflag_drop
ourflag_return
ourflag_capt
getback_ourflag
enemyflag_tobase
enemyflag
enemyflag_drop
enemyflag_return
enemyflag_capt
capturing_a
capturing_b
capturing_c
capture_a
capture_b
capture_c
securing_a
securing_b
securing_c
secure_a
secure_b
secure_c
losing_a
losing_b
losing_c
lost_a
lost_b
lost_c
enemy_take_a
enemy_take_b
enemy_take_c
enemy_has_a
enemy_has_b
enemy_has_c
take_positions
positions_lock
dest_sentrygun
nuke_music
sentry_gone
ti_cancelled
ti_blocked
cobra_helicopter_hit
cobra_helicopter_secondary_exp
cobra_helicopter_damaged
cobra_helicopter_dying_loop
cobra_helicopter_dying_layer
cobra_helicopter_crash
weap_cobra_missile_fire
spinloop
spinstart
weap_cobra_20mm_fire_npc
weap_c4detpack_trigger_plr
littlebird_move
ammo_crate_use
self playsound( "Soundhere" );


dest_sentrygun
nuke_music
nuke_explosion
nuke_wave
sentry_gone
ti_cancelled
ti_blocked
cobra_helicopter_hit
cobra_helicopter_secondary_exp
cobra_helicopter_damaged
cobra_helicopter_dying_loop
cobra_helicopter_dying_layer
cobra_helicopter_crash
weap_cobra_missile_fire
spinloop
spinstart
weap_cobra_20mm_fire_npc
weap_c4detpack_trigger_plr
littlebird_move
ammo_crate_use
ac130_fco_moreenemy "More enemy personnel."
ac130_fco_getthatguy "Get that guy."
ac130_fco_guymovin "Roger, guy movin'."
ac130_fco_getperson "Get that person."
ac130_fco_guyrunnin "Guy runnin'."
ac130_fco_gotarunner "Uh, we got a runner here."
ac130_fco_backonthose "Get back on those guys."
ac130_fco_gonnagethim "You gonna get him?"
ac130_fco_personnelthere "Personnel right there."
ac130_fco_nailthoseguys "Nail those guys."
ac130_fco_lightemup "Light 'em up."
ac130_fco_takehimout "Yeah take him out."
ac130_plt_yeahcleared "Yeah, cleared to engage."
ac130_plt_copysmoke "Copy, smoke 'em."
ac130_fco_rightthere "Right there...tracking."
ac130_fco_tracking "Tracking."
ac130_fco_movingagain "Ok he's moving again."
ac130_fco_doveonground "Yeah, he just dove on the ground."
ac130_fco_knockedwind "Probably just knocked the wind out of him."
ac130_fco_downstillmoving "That guy's down but still moving."
ac130_fco_gettinbackup "He's gettin' back up."
ac130_fco_yepstillmoving "Yep, that guy's still moving."
ac130_fco_stillmoving "He's still moving."
ac130_plt_gottahurt "Ooo that's gotta hurt."
ac130_fco_iseepieces "Yeah, good kill. I see lots of little pieces down there."
ac130_fco_oopsiedaisy "(chuckling) Oopsie-daisy."
ac130_fco_goodkill "Good kill good kill."
ac130_fco_yougothim "You got him."
ac130_fco_yougothim2 "You got him!"
ac130_fco_thatsahit "That's a hit."
ac130_fco_directhit "Direct hit."
ac130_fco_rightontarget "Yep, that was right on target."
ac130_fco_okyougothim "Ok, you got him. Get back on the other guys."
ac130_fco_within2feet "All right you got the guy.That might have been within two feet of him."
ac130_fco_nice "(chuckling) Niiiice."
ac130_fco_directhits "Yeah, direct hits right there."
ac130_plt_scanrange "Set scan range."
ac130_plt_cleanup "Clean up that signal."
ac130_plt_targetreset "Target reset."
ac130_plt_azimuthsweep "Recalibrate azimuth sweep angle. Adjust elevation scan."
01-29-2011, 03:14 PM #19
Originally posted by 95 View Post
You just saw DaftVader write that and tried to copy him Happy

Im going to bind some of these, and see how good they are Smile


no... its a fuction built into the game...
plus all he can do is copy and paste Not Happy or Sad

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