Garry's Mod

Garry's Mod

TFA-VOX Extra Callouts
 This topic has been pinned, so it's probably important
Sergeant Pan  [developer] 13 May, 2023 @ 8:14am
Integrating these features into TFA-VOX Packs
This thread includes all the modules included within the addon. There are 4 tables; Basic Modules, Specific Pickup/Item Spotting, Specific Reload/No Ammo and Player Banter

Table 1/4, Basic Modules:

['calloutsextra'] = { ['grenadecall'] = { // Active grenade lands near the player ['delay'] = 3, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "grenadecall", { snd1, snd2, snd3 } ) }, ['grenadecallself'] = { // Player remains close to their own grenade ['delay'] = 3, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "grenadecallself", { snd1, snd2, snd3 } ) }, ['grenadethrow'] = { // Player throws a grenade. Generic fallback ['delay'] = 3, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "grenadethrow", { snd1, snd2, snd3 } ) }, ['fragthrow'] = { // Player throws a frag grenade ['delay'] = 3, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "fragthrow", { snd1, snd2, snd3 } ) }, ['flashthrow'] = { // Player throws a flashbang ['delay'] = 3, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "flashthrow", { snd1, snd2, snd3 } ) }, ['smokethrow'] = { // Player throws a smoke grenade ['delay'] = 3, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "smokethrow", { snd1, snd2, snd3 } ) }, ['incendiarythrow'] = { // Player throws an incendiary grenade ['delay'] = 3, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "incendiarythrow", { snd1, snd2, snd3 } ) }, ['grenadewarn'] = { // Active grenade lands near a friendly NPC/Player ['delay'] = 3, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "grenadewarn", { snd1, snd2, snd3 } ) }, ['barrelcall'] = { // Burning barrel lands near the player ['delay'] = 3, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "barrelcall", { snd1, snd2, snd3 } }, ['killedbyenemy'] = { // A friendly Player/NPC is killed by an enemy Player/NPC ['delay'] = 3, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "killedbyenemy", { snd1, snd2, snd3 } ) }, ['killedbyenemysniper'] = { // A friendly Player/NPC is killed by an enemy Player/NPC who is using a Sniper/XBow weapon ['delay'] = 3, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "killedbyenemysniper", { snd1, snd2, snd3 } ) }, ['killedbyfriendly'] = { // A friendly Player/NPC is killed by a friendly Player/NPC ['delay'] = 3, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "killedbyfriendly", { snd1, snd2, snd3 } ) }, ['friendlyfiredamage'] = { // A friendly Player/NPC has hurt the player ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "friendlyfiredamage", { snd1, snd2, snd3 } ) }, ['healteam'] = { // The player heals a friendly NPC/Player using the Med Kit weapon ['delay'] = 2, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "healteam", { snd1, snd2, snd3 } ) }, ['healteamrush'] = { // The player heals a friendly NPC/Player using the Med Kit weapon, but enemies are nearby ['delay'] = 2, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "healteamrush", { snd1, snd2, snd3 } ) }, ['healself'] = { // The player heals themselves using the Med Kit weapon ['delay'] = 2, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "healself", { snd1, snd2, snd3 } ) }, ['healattempt'] = { // The player attempts to heal a nearby teammate, but they are slightly out of range ['delay'] = 2, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "healattempt", { snd1, snd2, snd3 } ) }, ['complimentkill'] = { // Nearby friendly player/NPC kills an enemy ['delay'] = 3, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "complimentkill", { snd1, snd2, snd3 } ) }, ['complimentmultikill'] = { // Nearby friendly player/NPC kills multiple enemies at once ['delay'] = 3, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "complimentmultikill", { snd1, snd2, snd3 } ) }, ['complimentkillstreak'] = { // Nearby friendly player/NPC kills an enemy whilst on a killstreak ['delay'] = 3, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "complimentkillstreak", { snd1, snd2, snd3 } ) }, ['outofbreath'] = { // Player has been sprinting for some time ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "outofbreath", { snd1, snd2, snd3 } ) }, ['idlebreath'] = { // Idle breathing sounds ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "idlebreath", { snd1, snd2, snd3 } ) }, ['idlechatter'] = { // Idle chatter sounds ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "idlechatter", { snd1, snd2, snd3 } ) }, ['barnaclegrabstart'] = { // The player is grabbed by a barnacle ['delay'] = 2, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "'barnaclegrabstart", { snd1, snd2, snd3 } ) }, ['barnaclegrabloop'] = { // The player remains grabbed by a barnacle ['delay'] = 2, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "barnaclegrabloop", { snd1, snd2, snd3 } ) ['landgrunt'] = { // The player lands after remaining in the air for a set time ['delay']= nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "landgrunt", { snd1, snd2, snd3 } ) }, ['takedown'] = { // Performing a takedown ['delay'] = 5, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "takedown", { snd1, snd2, snd3 } ) }, ['takedownreact'] = { // The player is having a takedown performed on them ['delay'] = 5, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "takedownreact", { snd1, snd2, snd3 } ) }, ['startcombat'] = { // The player fires their weapon for the first time since entering combat ['delay'] = 5, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "startcombat", { snd1, snd2, snd3 } ) }, ['midcombat'] = { // The player fires their weapon whilst being in combat ['delay'] = 5, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "midcombat", { snd1, snd2, snd3 } ) }, ['enemyhide'] = { // The enemy hides during combat ['delay'] = 5, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "enemyhide", { snd1, snd2, snd3 } ) }, ['killstreaklow'] = { // The player is on a low killstreak ['delay'] = 3, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "killstreaklow", { snd1, snd2, snd3 } ) }, ['killstreakmed'] = { // The player is on a medium killstreak ['delay'] = 3, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "killstreakmed", { snd1, snd2, snd3 } ) }, ['killstreakhigh'] = { // The player is on a high killstreak ['delay'] = 3, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "killstreakhigh", { snd1, snd2, snd3 } ) }, ['multikill'] = { // The player performs a multikill ['delay'] = 3, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "multikill", { snd1, snd2, snd3 } ) }, ['overwhelmed'] = { // The player is surrounded by an overwhelming number of enemies ['delay'] = 5, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "overwhelmed", { snd1, snd2, snd3 } ) }, ['meleeonehand'] = { // Meleeing with one-handed ['delay'] = 1, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "meleeonehand", { snd1, snd2, snd3 } ) }, ['meleetwohand'] = { // Meleeing with two-handed ['delay'] = 1, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "meleetwohand", { snd1, snd2, snd3 } ) }, ['meleefists'] = { // Meleeing with fists ['delay'] = 1, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "meleefists", { snd1, snd2, snd3 } ) }, ['meleeknife'] = { // Meleeing with a knife ['delay'] = 1, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "meleeknife", { snd1, snd2, snd3 } ) }, ['entervehdriver'] = { // Enter vehicle as a driver ['delay'] = 3, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "entervehdriver", { snd1, snd2, snd3 } ) }, ['entervehpassenger'] = { // Enter vehicle as a passenger ['delay'] = 3, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "entervehpassenger", { snd1, snd2, snd3 } ) }, ['exitveh'] = { // Exit a vehicle ['delay'] = 3, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "exitveh", { snd1, snd2, snd3 } ) }, ['airbornevehicle'] = { // Going airborne in a vehicle ['delay'] = 3, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "airbornevehicle", { snd1, snd2, snd3 } ) }, ['vehiclecrash'] = { // Crashing into something while over the speed threshold ['delay'] = 3, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "vehiclecrash", { snd1, snd2, snd3 } ) }, ['vehiclecrashed'] = { // Something crashes into the vehicle while below the speed threshold ['delay'] = 3, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "vehiclecrashed", { snd1, snd2, snd3 } ) }, ['vehiclecollision'] = { // Crashing into another vehicle while over the speed threshold ['delay'] = 3, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "vehiclecollision", { snd1, snd2, snd3 } ) }, ['vehiclecollided'] = { // Another vehicle crashes into the player while below the speed threshold ['delay'] = 3, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "vehiclecollided", { snd1, snd2, snd3 } ) }, ['roadkill'] = { // Roadkill an enemy player/NPC ['delay'] = 3, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "roadkill", { snd1, snd2, snd3 } ) }, ['roadkillfriendly'] = { // Roadkill a friendly player/NPC ['delay'] = 3, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "roadkillfriendly", { snd1, snd2, snd3 } ) }, ['roadkillgeneric'] = { // Roadkill a neutral NPC ['delay'] = 3, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "roadkillgeneric", { snd1, snd2, snd3 } ) }, ['submerge'] = { // Submerge in water ['delay'] = 1, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "submerge", { snd1, snd2, snd3 } ) }, ['emerge'] = { // Emerge from water ['delay'] = 1, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "emerge", { snd1, snd2, snd3 } ) }, ['weaponjam'] = { // Trying to fire with a jammed weapon ['delay'] = 1, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "weaponjam", { snd1, snd2, snd3 } ) }, ['cannibaldisgust'] = { // React to a player using the Cannibal Perk ['delay'] = 8, // 4 = Trigger at start and midway through. 8 or higher = Trigger once ['sound'] = TFAVOX_GenerateSound( mdlprefix, "cannibaldisgust", { snd1, snd2, snd3 } ) }, ['cannibaljoy'] = { // React to a player using the Cannibal Perk whilst having the Cannibal Perk yourself ['delay'] = 8, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "cannibaljoy", { snd1, snd2, snd3 } ) }, ['ghastlydisgust'] = { // React to a player using the Ghastly Scavenger Perk ['delay'] = 8, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "ghastlydisgust", { snd1, snd2, snd3 } ) }, ['ghastlyjoy'] = { // React to a player using the Ghastly Scavenger Perk whilst having the Perk yourself ['delay'] = 8, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "ghastlyjoy", { snd1, snd2, snd3 } ) }, ['tribaldisgust'] = { // React to a player using the Tribal Wisdom Perk ['delay'] = 8, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "tribaldisgust", { snd1, snd2, snd3 } ) }, ['tribaljoy'] = { // React to a player using the Tribal Wisdom Perk whilst having the Perk yourself ['delay'] = 8, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "tribaljoy", { snd1, snd2, snd3 } ) }, ['cannibaleat'] = { // When using Cannibal, Ghastly Scavenger or Tribal Wisdom to devour a corpse, trigger a callout ['delay'] = 4, // 4 = Trigger at start and midway through. 8 or higher = Trigger once ['sound'] = TFAVOX_GenerateSound( mdlprefix, "cannibaleat", { snd1, snd2, snd3 } ) }, ['tauntcorpse'] = { // Press use on an enemy corpse ['delay'] = 3, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "tauntcorpse", { snd1, snd2, snd3 } ) }, ['corpseshoot'] = { // Shoot an enemy corpse ['delay'] = 3, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "corpseshoot", { snd1, snd2, snd3 } ) }, ['mournally'] = { // Press use on a friendly corpse ['delay'] = 3, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "mournally", { snd1, snd2, snd3 } ) }, ['hardland'] = { // Hard Landing ['delay'] = 8, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "hardland", { snd1, snd2, snd3 } ) }, ['roll'] = { // Roll ['delay'] = 8, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "roll", { snd1, snd2, snd3 } ) } },

Table 2/4, Specific Pickups and Spotting Items:

['pickupcallouts'] = { ['crowbar'] = { // The crowbar weapon, as opposed to an ammo type ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "crowbar", { snd1, snd2, snd3 } ) }, ['pistol'] = { // Anything that uses pistol ammo uses this table ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "pistol", { snd1, snd2, snd3 } ) }, ['revolver'] = { // Anything that uses 357 ammo ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "revolver", { snd1, snd2, snd3 } ) }, ['smg1'] = { // Rince and repeat for the default HL2 ammo types ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "smg1", { snd1, snd2, snd3 } ) }, ['ar2'] = { ['delay']= nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "ar2", { snd1, snd2, snd3 } ) }, ['shotgun'] = { ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "shotgun", { snd1, snd2, snd3 } ) }, ['crossbow'] = { ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "crossbow", { snd1, snd2, snd3 } ) }, ['sniper'] = { // Sniperpenetratedround ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "sniper", { snd1, snd2, snd3 } ) }, ['grenade'] = { ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "grenade", { snd1, snd2, snd3 } ) }, ['rpg'] = { ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "rpg", { snd1, snd2, snd3 } ) }, ['smggren'] = { // Weapons that use SMG1 grenades as their primary ammo, intended for grenade launcher type weapons ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "smggren", { snd1, snd2, snd3 } ) }, ['akimbo'] = { // Weapons that use the akimbo hold type trigger this callout ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "akimbo", { snd1, snd2, snd3 } ) }, ['spotcrowbar'] = { // Spotting a crowbar ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "spotcrowbar", { snd1, snd2, snd3 } ) }, ['spotpistol'] = { // Anything that uses pistol ammo uses this table ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "spotpistol", { snd1, snd2, snd3 } ) }, ['spotrevolver'] = { // Anything that uses 357 ammo ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "spotrevolver", { snd1, snd2, snd3 } ) }, ['spotsmg1'] = { // Rince and repeat for the default HL2 ammo types ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "spotsmg1", { snd1, snd2, snd3 } ) }, ['spotar2'] = { ['delay']= nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "spotar2", { snd1, snd2, snd3 } ) }, ['spotshotgun'] = { ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "spotshotgun", { snd1, snd2, snd3 } ) }, ['spotcrossbow'] = { ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "spotcrossbow", { snd1, snd2, snd3 } ) }, ['spotsniper'] = { // Sniperpenetratedround ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "spotsniper", { snd1, snd2, snd3 } ) }, ['spotgrenade'] = { ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "spotgrenade", { snd1, snd2, snd3 } ) }, ['spotrpg'] = { ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "spotrpg", { snd1, snd2, snd3 } ) }, ['spotsmggren'] = { ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "spotsmggren", { snd1, snd2, snd3 } ) }, ['spotgeneric'] = { // Spotting a weapon. If the weapon uses non-HL2 ammo, or one of the above tables is not used/available this will trigger instead ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "spotgeneric", { snd1, snd2, snd3 } ) }, ['spothealthminor'] = { // Spotting a health vial ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "spothealthminor", { snd1, snd2, snd3 } ) }, ['spothealthmajor'] = { // Spotting a health kit/charger ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "spothealthmajor", { snd1, snd2, snd3 } ) }, ['spotammo'] = { // Spotting ammo ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "spotammo", { snd1, snd2, snd3 } ) }, ['spotgrenade'] = { // Spotting a grenade ['delay'] = nil, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "spotgrenade", { snd1, snd2, snd3 } ) }, },

Table 3/4, Specific Reload and No Ammo:
['specificcallouts'] = { // Anything with the "reload" suffix indicates Specific Reload callouts ['pistolreload'] = { // Anything that uses pistol ammo uses this table ['delay'] = 2, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "pistolreload", { snd1, snd2, snd3 } ) }, ['revolverreload'] = { // Anything that uses 357 ammo ['delay'] = 2, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "revolverreload", { snd1, snd2, snd3 } ) }, ['smg1reload'] = { // Rince and repeat for the default HL2 ammo types ['delay'] = 2, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "smg1reload", { snd1, snd2, snd3 } ) }, ['ar2reload'] = { ['delay']= 2, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "ar2reload", { snd1, snd2, snd3 } ) }, ['shotgunreload'] = { ['delay'] = 2, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "shotgunreload", { snd1, snd2, snd3 } ) }, ['crossbowreload'] = { ['delay'] = 2, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "crossbowreload", { snd1, snd2, snd3 } ) }, ['sniperreload'] = { // Sniperpenetratedround ['delay'] = 2, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "sniperreload", { snd1, snd2, snd3 } ) }, ['grenadereload'] = { ['delay'] = 2, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "grenadereload", { snd1, snd2, snd3 } ) }, ['rpgreload'] = { ['delay'] = 2, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "rpgreload", { snd1, snd2, snd3 } ) }, ['smggrenreload'] = { // Weapons that use SMG1 grenades as their primary ammo, intended for grenade launcher type weapons ['delay'] = 2, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "smggrenreload", { snd1, snd2, snd3 } ) }, ['pistolempty'] = { // Anything with the "empty" suffix indicates Specific No Ammo callouts ['delay'] = 2, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "pistolempty", { snd1, snd2, snd3 } ) }, ['revolverempty'] = { // Anything that uses 357 ammo ['delay'] = 2, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "revolverempty", { snd1, snd2, snd3 } ) }, ['smg1empty'] = { // Rince and repeat for the default HL2 ammo types ['delay'] = 2, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "smg1empty", { snd1, snd2, snd3 } ) }, ['ar2empty'] = { ['delay']= 2, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "ar2empty", { snd1, snd2, snd3 } ) }, ['shotgunempty'] = { ['delay'] = 2, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "shotgunempty", { snd1, snd2, snd3 } ) }, ['crossbowempty'] = { ['delay'] = 2, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "crossbowempty", { snd1, snd2, snd3 } ) }, ['sniperempty'] = { // Sniperpenetratedround ['delay'] = 2, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "sniperempty", { snd1, snd2, snd3 } ) }, ['grenadempty'] = { ['delay'] = 2, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "grenadempty", { snd1, snd2, snd3 } ) }, ['rpgempty'] = { ['delay'] = 2, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "rpgempty", { snd1, snd2, snd3 } ) }, ['smggrenempty'] = { ['delay'] = 2, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "smggrenempty", { snd1, snd2, snd3 } ) }, },

Table 4/4, Player Banter:

['banter'] = { ['banterstart'] = { // First player starts the banter ['delay'] = 1, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "banterstart", { snd1, snd2, snd3 } ) }, ['banterresponse'] = { // Second player reacts ['delay'] = 1, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "banterresponse", { snd1, snd2, snd3 } ) }, ['banterend'] = { // First player ends the banter ['delay'] = 1, ['sound'] = TFAVOX_GenerateSound( mdlprefix, "banterend", { snd1, snd2, snd3 } ) } },
Last edited by Sergeant Pan; 11 Feb @ 12:30pm
< >
Showing 1-1 of 1 comments
OK
< >
Showing 1-1 of 1 comments
Per page: 1530 50