Character Voice/Quotes?
Game Modding | Call of Duty: Black Ops 3 | Scripting
ModmeBot :
Thread By: XxRaPiDK3LLERxX
Out of curiosity, any way to add character's voice? I tried to add vox_zm.csv that was on a tutorial that supposes to add character voicing but I don't know how to script it in CSV.
Found this in usermap.gsc:
function setup_personality_character_exerts ()
{
level . exert_sounds [ 1 ][ "burp" ][ 0 ] = "evt_belch" ;
level . exert_sounds [ 1 ][ "burp" ][ 1 ] = "evt_belch" ;
level . exert_sounds [ 1 ][ "burp" ][ 2 ] = "evt_belch" ;
level . exert_sounds [ 2 ][ "burp" ][ 0 ] = "evt_belch" ;
level . exert_sounds [ 2 ][ "burp" ][ 1 ] = "evt_belch" ;
level . exert_sounds [ 2 ][ "burp" ][ 2 ] = "evt_belch" ;
level . exert_sounds [ 3 ][ "burp" ][ 0 ] = "evt_belch" ;
level . exert_sounds [ 3 ][ "burp" ][ 1 ] = "evt_belch" ;
level . exert_sounds [ 3 ][ "burp" ][ 2 ] = "evt_belch" ;
level . exert_sounds [ 4 ][ "burp" ][ 0 ] = "evt_belch" ;
level . exert_sounds [ 4 ][ "burp" ][ 1 ] = "evt_belch" ;
level . exert_sounds [ 4 ][ "burp" ][ 2 ] = "evt_belch" ;
// medium hit
level . exert_sounds [ 1 ][ "hitmed" ][ 0 ] = "vox_plr_0_exert_pain_0" ;
level . exert_sounds [ 1 ][ "hitmed" ][ 1 ] = "vox_plr_0_exert_pain_1" ;
level . exert_sounds [ 1 ][ "hitmed" ][ 2 ] = "vox_plr_0_exert_pain_2" ;
level . exert_sounds [ 1 ][ "hitmed" ][ 3 ] = "vox_plr_0_exert_pain_3" ;
level . exert_sounds [ 1 ][ "hitmed" ][ 4 ] = "vox_plr_0_exert_pain_4" ;
level . exert_sounds [ 2 ][ "hitmed" ][ 0 ] = "vox_plr_1_exert_pain_0" ;
level . exert_sounds [ 2 ][ "hitmed" ][ 1 ] = "vox_plr_1_exert_pain_1" ;
level . exert_sounds [ 2 ][ "hitmed" ][ 2 ] = "vox_plr_1_exert_pain_2" ;
level . exert_sounds [ 2 ][ "hitmed" ][ 3 ] = "vox_plr_1_exert_pain_3" ;
level . exert_sounds [ 2 ][ "hitmed" ][ 4 ] = "vox_plr_1_exert_pain_4" ;
level . exert_sounds [ 3 ][ "hitmed" ][ 0 ] = "vox_plr_2_exert_pain_0" ;
level . exert_sounds [ 3 ][ "hitmed" ][ 1 ] = "vox_plr_2_exert_pain_1" ;
level . exert_sounds [ 3 ][ "hitmed" ][ 2 ] = "vox_plr_2_exert_pain_2" ;
level . exert_sounds [ 3 ][ "hitmed" ][ 3 ] = "vox_plr_2_exert_pain_3" ;
level . exert_sounds [ 3 ][ "hitmed" ][ 4 ] = "vox_plr_2_exert_pain_4" ;
level . exert_sounds [ 4 ][ "hitmed" ][ 0 ] = "vox_plr_3_exert_pain_0" ;
level . exert_sounds [ 4 ][ "hitmed" ][ 1 ] = "vox_plr_3_exert_pain_1" ;
level . exert_sounds [ 4 ][ "hitmed" ][ 2 ] = "vox_plr_3_exert_pain_2" ;
level . exert_sounds [ 4 ][ "hitmed" ][ 3 ] = "vox_plr_3_exert_pain_3" ;
level . exert_sounds [ 4 ][ "hitmed" ][ 4 ] = "vox_plr_3_exert_pain_4" ;
// large hit
level . exert_sounds [ 1 ][ "hitlrg" ][ 0 ] = "vox_plr_0_exert_pain_0" ;
level . exert_sounds [ 1 ][ "hitlrg" ][ 1 ] = "vox_plr_0_exert_pain_1" ;
level . exert_sounds [ 1 ][ "hitlrg" ][ 2 ] = "vox_plr_0_exert_pain_2" ;
level . exert_sounds [ 1 ][ "hitlrg" ][ 3 ] = "vox_plr_0_exert_pain_3" ;
level . exert_sounds [ 1 ][ "hitlrg" ][ 4 ] = "vox_plr_0_exert_pain_4" ;
level . exert_sounds [ 2 ][ "hitlrg" ][ 0 ] = "vox_plr_1_exert_pain_0" ;
level . exert_sounds [ 2 ][ "hitlrg" ][ 1 ] = "vox_plr_1_exert_pain_1" ;
level . exert_sounds [ 2 ][ "hitlrg" ][ 2 ] = "vox_plr_1_exert_pain_2" ;
level . exert_sounds [ 2 ][ "hitlrg" ][ 3 ] = "vox_plr_1_exert_pain_3" ;
level . exert_sounds [ 2 ][ "hitlrg" ][ 4 ] = "vox_plr_1_exert_pain_4" ;
level . exert_sounds [ 3 ][ "hitlrg" ][ 0 ] = "vox_plr_2_exert_pain_0" ;
level . exert_sounds [ 3 ][ "hitlrg" ][ 1 ] = "vox_plr_2_exert_pain_1" ;
level . exert_sounds [ 3 ][ "hitlrg" ][ 2 ] = "vox_plr_2_exert_pain_2" ;
level . exert_sounds [ 3 ][ "hitlrg" ][ 3 ] = "vox_plr_2_exert_pain_3" ;
level . exert_sounds [ 3 ][ "hitlrg" ][ 4 ] = "vox_plr_2_exert_pain_4" ;
level . exert_sounds [ 4 ][ "hitlrg" ][ 0 ] = "vox_plr_3_exert_pain_0" ;
level . exert_sounds [ 4 ][ "hitlrg" ][ 1 ] = "vox_plr_3_exert_pain_1" ;
level . exert_sounds [ 4 ][ "hitlrg" ][ 2 ] = "vox_plr_3_exert_pain_2" ;
level . exert_sounds [ 4 ][ "hitlrg" ][ 3 ] = "vox_plr_3_exert_pain_3" ;
level . exert_sounds [ 4 ][ "hitlrg" ][ 4 ] = "vox_plr_3_exert_pain_4" ;
switch ( self . characterIndex )
{
case 1 :
{
// Nikolai
// level.vox zm_audio::zmbVoxInitSpeaker( "player", "vox_plr_", self );
self . favorite_wall_weapons_list [ self . favorite_wall_weapons_list . size ] = GetWeapon ( "870mcs" );
break ;
}
case 0 :
{
// Dempsey
// level.vox zm_audio::zmbVoxInitSpeaker( "player", "vox_plr_", self );
self . favorite_wall_weapons_list [ self . favorite_wall_weapons_list . size ] = GetWeapon ( "frag_grenade" );
self . favorite_wall_weapons_list [ self . favorite_wall_weapons_list . size ] = GetWeapon ( "bouncingbetty" );
break ;
}
case 3 :
{
// Takeo
// level.vox zm_audio::zmbVoxInitSpeaker( "player", "vox_plr_", self );
self . favorite_wall_weapons_list [ self . favorite_wall_weapons_list . size ] = GetWeapon ( "hk416" );
break ;
}
case 2 :
{
// Richtofen
// level.vox zm_audio::zmbVoxInitSpeaker( "player", "vox_plr_", self );
self . talks_in_danger = true ;
level . rich_sq_player = self ;
level . sndRadioA = self ;
self . favorite_wall_weapons_list [ self . favorite_wall_weapons_list . size ] = GetWeapon ( "pistol_standard" );
break ;
}
}