Need help about a voicepack

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FieldMedic

Less good UT Player ever
Aug 30, 2001
1,134
0
36
Hello

I tried during all the night to make a french voicepack using GhostRecon voices converted to 22050 / 8 bits / mono , as adviced by tutorials.

But i ran into the problem , after following other voicepack tutorial and trying to adapt it the same way the Inf_Voices were used P1, P2 , etc .. , in the Voice menu of the Player configuration , nothing appear

here is what i have

I made a folder named P9 that i put in the ...\UnrealTournament\Sounds folder, P9 contain all the converted sounds in .wav format.

In Unrealed , with the Sound Browser i made a GRFRA.uax file , after having imported the wav file in it.

In the Actor Class Browser , i created this
Actor - Info - Voicepack - ChallengeVoicePack - INFc_VoiceSoldier -INFc_GRFRAP9

INFc_GRFRAP9 is listed along INFv_VoiceP1 , INFv_VoiceP2 etc...

I set up the Default Properties of the INFc_GRFRAP9 , by importing , taking as an INFv_VoiceP1 example all the Abrv, String, Sounds etc...
I dont think i made something wrong there.

The script of INFc_GRFRAP9 is this one (again i took example on a INFv_VoiceP1 , then adapted to my own voicepack)

//=============================================================================
// INFc_GRFRAP9.
//=============================================================================
class INFc_GRFRAP9 expands INFc_VoiceSoldier;

//#exec OBJ LOAD FILE=Sounds\GRFRA.uax PACKAGE=GRFRA

#exec AUDIO IMPORT FILE="Sounds\P9\Acknowledge.WAV" NAME="Acknowledge" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\FriendlyFire.WAV" NAME="FRIENDLYFIRE" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\WatchYourFire.WAV" NAME="WatchYourFire" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\Clear.WAV" NAME="Clear" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\AreaClear.WAV" NAME="AreaClear" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\Contact.WAV" NAME="CONTACT" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\CeaseFire.WAV" NAME="CeaseFire" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\Move.WAV" NAME="Move" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\HoldUp.WAV" NAME="HoldUp" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\Go.WAV" NAME="Go" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\GoGoGo.WAV" NAME="GoGoGo" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\FragOut.WAV" NAME="FragOut" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\Fallback.WAV" NAME="Fallback" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\NeedBackUp.WAV" NAME="NeedBackUp" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\NeedBackUpNow.WAV" NAME="NeedBackUpNow" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\HostileDown.WAV" NAME="Hostiledown" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\ManDown.WAV" NAME="ManDown" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\TangoDown.WAV" NAME="TangoDown" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\WeaponsDry.WAV" NAME="WeaponsDry" GROUP="VoiceP9"

/* Orders (in same order as in Orders Menu
0 = Defend,
1 = Hold,
2 = Attack,
3 = Follow,
4 = FreeLance,
5 = SplitTeam
*/

I created the GRFRA.u file by compilling this .

Then i created the GRFRA.int file
Object=(Name=GRFRA.INFc_GRFRAP9,Class=Class,MetaClass=INF_Core.INFc_VoiceSoldier,Description="Voice P9")

In the Infiltration.ini file i added
ServerPackages=GRFRA
ServerPackages=INFc_GRFRAP9
as i am not sure of which name i have to use

Ingame , the Voice P9 doesnt appear , there is only Voice P1 , Voice P2 , Voice P3

What am i doing wrong ? i spent the night trying different thing and i was near to throw the PC through the window

Thanks for any help.
 

Crowze

Bird Brain
Feb 6, 2002
3,556
1
38
40
Cambridgeshire, UK
www.dan-roberts.co.uk
First off, don't call it INFc_whatever, that's for core inf files, and it helps to keep things separate.

Next, you don't need to create both the .uax, and import all the individual sounds into the .u. You could either keep the .uax and use '#exec OBJ load FILE=GRFRA.utx', or you could just ignore it all and import the files into the .u.

Just seen, you had it right, but the line is commented out.

Otherwise, I can't help a great deal, not made a voice pack myself (yet).
 

FieldMedic

Less good UT Player ever
Aug 30, 2001
1,134
0
36
Thanks a lot , you gave me a part of the solution

The other part was : DO NOT USE EVIL INF-UNREALED to make voicepacks :D

Here is what i have done to have my voice pack included in game, it can help other folks

-I create inside C:\UnrealTournament a new folder named GRFRA
-Inside this folder i create 2 other :
*i name the first one Classes
*i name the second one Sounds
-Inside the Classes folder , i create a txt file and inside i copy paste this
-INFv_GRFRAP9 is the name of the class i want to create , so for other people it will not be the same

//=============================================================================
// INFv_GRFRAP9.
//=============================================================================
class INFv_GRFRAP9 expands INFc_VoiceSoldier;

/* Specials used by bots automatically
* OtherSound(3) = Cease Fire (if order to follow and then comming close)
* OtherSound(9) = Clear / In Position
* OtherSound(10) = Hold up (answer to Need Help request)
* OtherSound(11) = Need Help / Backup
*/

// slightly changed to fix the OTHER voice slot no. 9 problem and the Standalone problem
function BotInitialize(PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageIndex)
{
// local int m;
local Sound MessageSound;
local float MessageTime;

if ( messagetype == 'ACK' )
SetAckMessage(messageIndex, Recipient, MessageSound, MessageTime);
else
{
SetTimer(0.1, false);
if ( recipient != None )
{
// if ( (Level.NetMode == NM_Standalone) && (recipient.TeamID == 0) )
// {
// Phrase[0] = NameSound[recipient.Team];
// PhraseTime[0] = NameTime[recipient.Team];
// m = 1;
// }
DelayedResponse = GetCallSign(Recipient)$CommaText;
}
// else
// m = 0;
if ( messagetype == 'FRIENDLYFIRE' )
SetFFireMessage(messageIndex, Recipient, MessageSound, MessageTime);
else if ( messagetype == 'AUTOTAUNT' )
{
SetTauntMessage(messageIndex, Recipient, MessageSound, MessageTime);
if ( Level.NetMode != NM_Standalone )
DelayedResponse = "";
}
else if ( messagetype == 'TAUNT' )
SetTauntMessage(messageIndex, Recipient, MessageSound, MessageTime);
else if ( messagetype == 'ORDER' )
SetOrderMessage(messageIndex, Recipient, MessageSound, MessageTime);
else if ( messagetype == 'KILL' )
SetKillMessage(messageIndex, Recipient, MessageSound, MessageTime);
else if ( messagetype == 'CONTACT' )
SetContactMessage(messageIndex, Recipient, MessageSound, MessageTime);
else if ( messagetype == 'GRENADE' )
SetGrenadeMessage(messageIndex, Recipient, MessageSound, MessageTime);
else if ( messagetype == 'NOAMMO' )
SetNoAmmoMessage(messageIndex, Recipient, MessageSound, MessageTime);
else // messagetype == Other
SetOtherMessage(messageIndex, Recipient, MessageSound, MessageTime);

// Phrase[m] = MessageSound;
// PhraseTime[m] = MessageTime;
Phrase[0] = MessageSound;
PhraseTime[0] = MessageTime;
}
}

// slightly changed to fix the OTHER voice slot no. 9 problem and the Standalone problem
function ClientInitialize(PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageIndex)
{
// local int m;
local Sound MessageSound;
local float MessageTime;

DelayedSender = Sender;
bDelayedResponse = true;

if ( Sender.bIsABot )
{
BotInitialize(Sender, Recipient, messagetype, messageIndex);
return;
}

SetTimer(0.1, false);

if ( messagetype == 'ACK' )
SetClientAckMessage(messageIndex, Recipient, MessageSound, MessageTime);
else
{
if ( recipient != None )
{
// if ( (Level.NetMode == NM_Standalone) && (recipient.TeamID == 0) )
// {
// Phrase[0] = NameSound[recipient.Team];
// PhraseTime[0] = NameTime[recipient.Team];
// m = 1;
// }
DelayedResponse = GetCallSign(Recipient)$CommaText;
}
// else if ( (messageType == 'OTHER') && (messageIndex == 9) )
// {
// Phrase[0] = NameSound[Sender.Team];
// PhraseTime[0] = NameTime[Sender.Team];
// m = 1;
// }
// else
// m = 0;
if ( messagetype == 'FRIENDLYFIRE' )
SetClientFFireMessage(messageIndex, Recipient, MessageSound, MessageTime);
else if ( messagetype == 'TAUNT' )
SetClientTauntMessage(messageIndex, Recipient, MessageSound, MessageTime);
else if ( messagetype == 'AUTOTAUNT' )
{
SetClientTauntMessage(messageIndex, Recipient, MessageSound, MessageTime);
SetTimer(0.8, false);
if ( Level.NetMode != NM_Standalone )
DelayedResponse = "";
}
else if ( messagetype == 'ORDER' )
SetClientOrderMessage(messageIndex, Recipient, MessageSound, MessageTime);
else if ( messagetype == 'KILL' )
SetClientKillMessage(messageIndex, Recipient, MessageSound, MessageTime);
else if ( messagetype == 'CONTACT' )
SetClientContactMessage(messageIndex, Recipient, MessageSound, MessageTime);
else if ( messagetype == 'GRENADE' )
SetClientGrenadeMessage(messageIndex, Recipient, MessageSound, MessageTime);
else if ( messagetype == 'NOAMMO' )
SetClientNoAmmoMessage(messageIndex, Recipient, MessageSound, MessageTime);
else // messagetype == Other
SetClientOtherMessage(messageIndex, Recipient, MessageSound, MessageTime);
}
// Phrase[m] = MessageSound;
// PhraseTime[m] = MessageTime;
Phrase[0] = MessageSound;
PhraseTime[0] = MessageTime;
}

#exec AUDIO IMPORT FILE="Sounds\P9\Acknowledge.WAV" NAME="Acknowledge" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\FriendlyFire.WAV" NAME="FRIENDLYFIRE" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\WatchYourFire.WAV" NAME="WatchYourFire" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\Clear.WAV" NAME="Clear" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\AreaClear.WAV" NAME="AreaClear" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\Contact.WAV" NAME="CONTACT" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\CeaseFire.WAV" NAME="CeaseFire" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\Move.WAV" NAME="Move" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\HoldUp.WAV" NAME="HoldUp" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\HoldThisPosition.WAV" NAME="HoldThisPosition" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\Go.WAV" NAME="Go" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\GoGoGo.WAV" NAME="GoGoGo" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\FragOut.WAV" NAME="FragOut" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\Fallback.WAV" NAME="Fallback" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\NeedBackUp.WAV" NAME="NeedBackUp" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\NeedBackUpNow.WAV" NAME="NeedBackUpNow" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\HostileDown.WAV" NAME="Hostiledown" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\ManDown.WAV" NAME="ManDown" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\TangoDown.WAV" NAME="TangoDown" GROUP="VoiceP9"
#exec AUDIO IMPORT FILE="Sounds\P9\WeaponsDry.WAV" NAME="WeaponsDry" GROUP="VoiceP9"

/* Orders (in same order as in Orders Menu
0 = Defend,
1 = Hold,
2 = Attack,
3 = Follow,
4 = FreeLance,
5 = SplitTeam
*/

defaultproperties
{
KillSound(0)=Sound'GRFRA.VoiceP9.TangoDown'
KillString(0)="Tango down."
KillAbbrev(0)="Tango down."
KillTime(0)=0.800000
numKill=1
ContactSound(0)=Sound'GRFRA.VoiceP9.CONTACT'
ContactString(0)="Contact!"
ContactAbbrev(0)="Contact!"
ContactTime(0)=0.100000
numContact=1
GrenadeSound(0)=Sound'GRFRA.VoiceP9.FragOut'
GrenadeString(0)="Frag out!"
GrenadeAbbrev(0)="Frag out!"
GrenadeTime(0)=0.200000
numGrenade=1
NoAmmoSound(0)=Sound'GRFRA.VoiceP9.WeaponsDry'
NoAmmoString(0)="Weapon's dry."
NoAmmoAbbrev(0)="Weapon's dry."
NoAmmoTime(0)=0.200000
numNoAmmo=1
AckSound(0)=Sound'GRFRA.VoiceP9.Acknowledge'
AckString(0)="Acknowledge"
AckAbbrev(0)="Acknowledge"
numAcks=1
FFireSound(0)=Sound'GRFRA.VoiceP9.FRIENDLYFIRE'
FFireSound(1)=Sound'GRFRA.VoiceP9.WatchYourFire'
FFireString(0)="Friendly fire !"
FFireString(1)="Watch your fire !"
FFireAbbrev(0)="Friendly Fire"
FFireAbbrev(1)="Watch your Fire"
numFFires=2
OrderSound(0)=Sound'GRFRA.VoiceP9.Defend'
OrderSound(1)=Sound'GRFRA.VoiceP9.HoldThisPosition'
OrderSound(2)=Sound'GRFRA.VoiceP9.GoGoGo'
OrderSound(3)=Sound'GRFRA.VoiceP9.NeedBackUp'
OrderSound(4)=Sound'GRFRA.VoiceP9.Engage'
OrderString(0)="Defend"
OrderString(1)="Hold up."
OrderString(2)="GoGoGo !"
OrderString(3)="Need some backup."
OrderString(4)="Engage according to operational parameters."
OrderAbbrev(0)="Defend."
OrderAbbrev(1)="Hold up."
OrderAbbrev(2)="GoGoGo!"
OrderAbbrev(3)="Need some backup."
OrderAbbrev(4)="Engage."
OtherSound(0)=Sound'GRFRA.VoiceP9.Fallback'
OtherSound(1)=Sound'GRFRA.VoiceP9.AreaClear'
OtherSound(2)=Sound'GRFRA.VoiceP9.GoGoGo'
OtherSound(3)=Sound'GRFRA.VoiceP9.CeaseFire'
OtherSound(4)=Sound'GRFRA.VoiceP9.Move'
OtherSound(5)=Sound'GRFRA.VoiceP9.NeedBackUp'
OtherSound(6)=Sound'GRFRA.VoiceP9.Go'
OtherSound(7)=Sound'GRFRA.VoiceP9.CONTACT'
OtherSound(8)=Sound'GRFRA.VoiceP9.FragOut'
OtherSound(9)=Sound'GRFRA.VoiceP9.Clear'
OtherSound(10)=Sound'GRFRA.VoiceP9.HoldThisPosition'
OtherSound(11)=Sound'GRFRA.VoiceP9.NeedBackUpNow'
OtherSound(12)=Sound'GRFRA.VoiceP9.HostileDown'
OtherSound(13)=Sound'GRFRA.VoiceP9.ManDown'
OtherSound(14)=Sound'GRFRA.VoiceP9.TangoDown'
OtherSound(15)=Sound'GRFRA.VoiceP9.WeaponsDry'
otherstring(0)="Fall back!"
otherstring(1)="Area is clear."
otherstring(2)="GoGoGo!"
otherstring(3)="Cease Fire!"
otherstring(4)="Move!"
otherstring(5)="Need some backup."
otherstring(6)="GO!"
otherstring(7)="Contact!"
otherstring(8)="Frag out!"
otherstring(9)="Clear."
otherstring(10)="Hold up."
otherstring(11)="Need some backup NOW!"
otherstring(12)="Hostile down."
otherstring(13)="Man down!"
otherstring(14)="Tango down."
otherstring(15)="Weapon's dry."
OtherAbbrev(0)="Fall back!"
OtherAbbrev(1)="Area is clear."
OtherAbbrev(2)="GoGoGo!"
OtherAbbrev(3)="Cease Fire!"
OtherAbbrev(4)="Move!"
OtherAbbrev(5)="Need some backup."
OtherAbbrev(6)="GO!"
OtherAbbrev(7)="Contact!"
OtherAbbrev(8)="Frag out!"
OtherAbbrev(9)="Clear."
OtherAbbrev(10)="Hold up."
OtherAbbrev(11)="Need some backup NOW!"
OtherAbbrev(12)="Hostile down."
OtherAbbrev(13)="Man down!"
OtherAbbrev(14)="Tango down."
OtherAbbrev(15)="Weapon's dry."
}

Then i name this txt file INFv_GRFRAP9.uc

-Now i go into the recently created Sounds folder
And there i put the folder P9 that contains all the converted to 22050 / 8 bits / mono wav files i want for my sound pack and that are defined in the quote.

-Now i go in C:\UnrealTournament\System an i open Infiltration.ini
I scroll down to the [Editor.EditorEngine] category and at the end i add
EditPackages=GRFRA

And as i am there , i scroll up to the [Engine.GameEngine] category and after all the ServerPackage , i add just after ServerPackages=INF_cGear
ServerPackages=GRFRA

-I close the Infiltration.ini file and save the changes.
Now i create on my desktop a text file and i write the following
C:\UnrealTournament\System\ucc.exe make ini=Infiltration.ini
I rename this texte file to COMPILE.bat
A double clic on it will compile my previous INFv_GRFRAP9.uc into the awaited
GRFRA.u with the process described in a DOS window
After a long wait (not very quick the compillation process) , when it is finished , i close the DOS window and i have my GRFRA.u file that wait for me in C:\UnrealTournament\System
Great !

-Now always in C:\UnrealTournament\System , i create a txt file and in it i write
[Public]

Object=(Name=GRFRA.INFv_GRFRAP9,Class=Class,MetaClass=INF_Core.INFc_VoiceSoldier,Description="Voice P9")

Then i rename this text file to GRFRA.int
And ...voila
I launch INF 2.9
And in the Voice options i have a new possibility : "Voice P9" as i wanted
after selecting a mission , my voices can be heard !!!!!!!! :)

For your own voice pack , you just have to adapt this template to your file name , class name and folder name
Have fun

Note : do not change anything in the following line (that are in the beginning of the big quote up there) :
/* Specials used by bots automatically
* OtherSound(3) = Cease Fire (if order to follow and then comming close)
* OtherSound(9) = Clear / In Position
* OtherSound(10) = Hold up (answer to Need Help request)
* OtherSound(11) = Need Help / Backup
*/

// slightly changed to fix the OTHER voice slot no. 9 problem and the Standalone problem
function BotInitialize(PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageIndex)
{
// local int m;
local Sound MessageSound;
local float MessageTime;

if ( messagetype == 'ACK' )
SetAckMessage(messageIndex, Recipient, MessageSound, MessageTime);
else
{
SetTimer(0.1, false);
if ( recipient != None )
{
// if ( (Level.NetMode == NM_Standalone) && (recipient.TeamID == 0) )
// {
// Phrase[0] = NameSound[recipient.Team];
// PhraseTime[0] = NameTime[recipient.Team];
// m = 1;
// }
DelayedResponse = GetCallSign(Recipient)$CommaText;
}
// else
// m = 0;
if ( messagetype == 'FRIENDLYFIRE' )
SetFFireMessage(messageIndex, Recipient, MessageSound, MessageTime);
else if ( messagetype == 'AUTOTAUNT' )
{
SetTauntMessage(messageIndex, Recipient, MessageSound, MessageTime);
if ( Level.NetMode != NM_Standalone )
DelayedResponse = "";
}
else if ( messagetype == 'TAUNT' )
SetTauntMessage(messageIndex, Recipient, MessageSound, MessageTime);
else if ( messagetype == 'ORDER' )
SetOrderMessage(messageIndex, Recipient, MessageSound, MessageTime);
else if ( messagetype == 'KILL' )
SetKillMessage(messageIndex, Recipient, MessageSound, MessageTime);
else if ( messagetype == 'CONTACT' )
SetContactMessage(messageIndex, Recipient, MessageSound, MessageTime);
else if ( messagetype == 'GRENADE' )
SetGrenadeMessage(messageIndex, Recipient, MessageSound, MessageTime);
else if ( messagetype == 'NOAMMO' )
SetNoAmmoMessage(messageIndex, Recipient, MessageSound, MessageTime);
else // messagetype == Other
SetOtherMessage(messageIndex, Recipient, MessageSound, MessageTime);

// Phrase[m] = MessageSound;
// PhraseTime[m] = MessageTime;
Phrase[0] = MessageSound;
PhraseTime[0] = MessageTime;
}
}

// slightly changed to fix the OTHER voice slot no. 9 problem and the Standalone problem
function ClientInitialize(PlayerReplicationInfo Sender, PlayerReplicationInfo Recipient, name messagetype, byte messageIndex)
{
// local int m;
local Sound MessageSound;
local float MessageTime;

DelayedSender = Sender;
bDelayedResponse = true;

if ( Sender.bIsABot )
{
BotInitialize(Sender, Recipient, messagetype, messageIndex);
return;
}

SetTimer(0.1, false);

if ( messagetype == 'ACK' )
SetClientAckMessage(messageIndex, Recipient, MessageSound, MessageTime);
else
{
if ( recipient != None )
{
// if ( (Level.NetMode == NM_Standalone) && (recipient.TeamID == 0) )
// {
// Phrase[0] = NameSound[recipient.Team];
// PhraseTime[0] = NameTime[recipient.Team];
// m = 1;
// }
DelayedResponse = GetCallSign(Recipient)$CommaText;
}
// else if ( (messageType == 'OTHER') && (messageIndex == 9) )
// {
// Phrase[0] = NameSound[Sender.Team];
// PhraseTime[0] = NameTime[Sender.Team];
// m = 1;
// }
// else
// m = 0;
if ( messagetype == 'FRIENDLYFIRE' )
SetClientFFireMessage(messageIndex, Recipient, MessageSound, MessageTime);
else if ( messagetype == 'TAUNT' )
SetClientTauntMessage(messageIndex, Recipient, MessageSound, MessageTime);
else if ( messagetype == 'AUTOTAUNT' )
{
SetClientTauntMessage(messageIndex, Recipient, MessageSound, MessageTime);
SetTimer(0.8, false);
if ( Level.NetMode != NM_Standalone )
DelayedResponse = "";
}
else if ( messagetype == 'ORDER' )
SetClientOrderMessage(messageIndex, Recipient, MessageSound, MessageTime);
else if ( messagetype == 'KILL' )
SetClientKillMessage(messageIndex, Recipient, MessageSound, MessageTime);
else if ( messagetype == 'CONTACT' )
SetClientContactMessage(messageIndex, Recipient, MessageSound, MessageTime);
else if ( messagetype == 'GRENADE' )
SetClientGrenadeMessage(messageIndex, Recipient, MessageSound, MessageTime);
else if ( messagetype == 'NOAMMO' )
SetClientNoAmmoMessage(messageIndex, Recipient, MessageSound, MessageTime);
else // messagetype == Other
SetClientOtherMessage(messageIndex, Recipient, MessageSound, MessageTime);
}
// Phrase[m] = MessageSound;
// PhraseTime[m] = MessageTime;
Phrase[0] = MessageSound;
PhraseTime[0] = MessageTime;
}
They are there to allow both bots and players to use the sound that can be found in position Other (9) "Clear" , as without those line suggested by Beppo , only the bots will be able to say Clear using your sound.
 
Last edited:

FieldMedic

Less good UT Player ever
Aug 30, 2001
1,134
0
36
Hello ,

As i have tested my voice pack for myself and found that i cant use the "Clear" sound when i select "Clear" , i tried to give all the bots this voice too.

And at my own surprise , the bots had not problem to report me the "Clear" sound i have in my sound pack, and of course :( i always cant
icon5.gif


All my other sounds works perfectly in the voicepack , me and the bots have no problem (and i must say that playing INF2.9 with everyone radio-ing in your own langage is incredibly immersive :) ) .

Only this "Clear" sounds when i say "Clear" doesnt play.
What disturb me more is the fact that it works for the bots ??

If someone can help me , thanks in advance. (the scripts in the previous post are what i use for my package , and all the sounds files have the good format)
 
Last edited:

FieldMedic

Less good UT Player ever
Aug 30, 2001
1,134
0
36
Updated the tutorial/example/template up there
thanks to Beppo , the sound clear (Other (9) ) now works perfectly for both bots and player.

i hope this tutorial/example/template will help people to have their sound pack ingame
 
Last edited:

FieldMedic

Less good UT Player ever
Aug 30, 2001
1,134
0
36
Hey zeep !

Everybody is waiting for your voice pack now . You created the hype with your song , now everybody is your fan :D .
We need zeep radio voices pack !
 

FieldMedic

Less good UT Player ever
Aug 30, 2001
1,134
0
36
Sorry i do not have or played those mods and so i have no idea on how to make a voicepack for ttr or airfight.
But i think it shouldnt be very different from the way to make soundpacks for infiltration or ut , it must just be a question of knowing the classes names and replacing some of the scripts by ttr or airfight specifics.

You should ask for such voicepacks in those mods forum , maybe you will find some help and hints about what to do exactly.