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;
}
}