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Forum: All Forums : Call of Duty 2
Category: CoD2 Scripting
Scripting and coding with Call of Duty 2.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: Soundalias
kovni
General Member
Since: Jun 25, 2005
Posts: 8
Last: Feb 19, 2008
[view latest posts]
Level 0
Category: CoD2 Scripting
Posted: Tuesday, Feb. 28, 2006 10:48 pm
Hi,,
how to add sounds "taunts" in file soundalias of a MOD? I added the lines in iw_mutliplayer.csv and quickmessage! the quickmessages are posted with the screen but their sounds are not heard. Can you help me?
thx[crazy]
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deus
General Member
Since: Jul 19, 2005
Posts: 30
Last: Apr 11, 2006
[view latest posts]
Level 2
Category: CoD2 Scripting
Posted: Sunday, Mar. 5, 2006 02:43 pm
Can you show us (the community) how you built the menu?
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kovni
General Member
Since: Jun 25, 2005
Posts: 8
Last: Feb 19, 2008
[view latest posts]
Level 0
Category: CoD2 Scripting
Posted: Monday, Mar. 6, 2006 03:50 pm
Hello, thank you to answer me. I must say that I try to add a personalization of the MOD "admiralmod". I already made some maps perso coduo but I have never to try to create soundalias. If you have the tutoriaux ones on this subject, I am taking. My goal is to try to create a MOD for my TEAM, therefore I seek various MOD and study them. then I test them on my server by mixing some data to include/understand their operation :

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

precacheMenu(game["menu_quickcommands"]);
precacheMenu(game["menu_quickstatements"]);
precacheMenu(game["menu_quickresponses"]);
precacheMenu(game["menu_quicktaunts"]);
precacheHeadIcon("talkingicon");
}

quickcommands(response)
{
if(!isdefined(self.pers["team"]) || self.pers["team"] == "spectator" || isdefined(self.spamdelay))
return;

self.spamdelay = true;

if(self.pers["team"] == "allies")
{
switch(game["allies"])
{
case "american":
switch(response)
{
case "1":
soundalias = "US_mp_cmd_followme";
saytext = &"QUICKMESSAGE_FOLLOW_ME";
//saytext = "Follow Me!";
break;

case "2":
soundalias = "US_mp_cmd_movein";
saytext = &"QUICKMESSAGE_MOVE_IN";
//saytext = "Move in!";
break;

case "3":
soundalias = "US_mp_cmd_fallback";
saytext = &"QUICKMESSAGE_FALL_BACK";
//saytext = "Fall back!";
break;

case "4":
soundalias = "US_mp_cmd_suppressfire";
saytext = &"QUICKMESSAGE_SUPPRESSING_FIRE";
//saytext = "Suppressing fire!";
break;

case "5":
soundalias = "US_mp_cmd_attackleftflank";
saytext = &"QUICKMESSAGE_ATTACK_LEFT_FLANK";
//saytext = "Attack left flank!";
break;

case "6":
soundalias = "US_mp_cmd_attackrightflank";
saytext = &"QUICKMESSAGE_ATTACK_RIGHT_FLANK";
//saytext = "Attack right flank!";
break;

case "7":
soundalias = "US_mp_cmd_holdposition";
saytext = &"QUICKMESSAGE_HOLD_THIS_POSITION";
//saytext = "Hold this position!";
break;

default:
assert(response == "8");
soundalias = "US_mp_cmd_regroup";
saytext = &"QUICKMESSAGE_REGROUP";
//saytext = "Regroup!";
break;
}
break;

case "british":
switch(response)
{
case "1":
soundalias = "UK_mp_cmd_followme";
saytext = &"QUICKMESSAGE_FOLLOW_ME";
//saytext = "Follow Me!";
break;

case "2":
soundalias = "UK_mp_cmd_movein";
saytext = &"QUICKMESSAGE_MOVE_IN";
//saytext = "Move in!";
break;

case "3":
soundalias = "UK_mp_cmd_fallback";
saytext = &"QUICKMESSAGE_FALL_BACK";
//saytext = "Fall back!";
break;

case "4":
soundalias = "UK_mp_cmd_suppressfire";
saytext = &"QUICKMESSAGE_SUPPRESSING_FIRE";
//saytext = "Suppressing fire!";
break;

case "5":
soundalias = "UK_mp_cmd_attackleftflank";
saytext = &"QUICKMESSAGE_ATTACK_LEFT_FLANK";
//saytext = "Attack left flank!";
break;

case "6":
soundalias = "UK_mp_cmd_attackrightflank";
saytext = &"QUICKMESSAGE_ATTACK_RIGHT_FLANK";
//saytext = "Attack right flank!";
break;

case "7":
soundalias = "UK_mp_cmd_holdposition";
saytext = &"QUICKMESSAGE_HOLD_THIS_POSITION";
//saytext = "Hold this position!";
break;

default:
assert(response == "8");
soundalias = "UK_mp_cmd_regroup";
saytext = &"QUICKMESSAGE_REGROUP";
//saytext = "Regroup!";
break;
}
break;

default:
assert(game["allies"] == "russian");
switch(response)
{
case "1":
soundalias = "RU_mp_cmd_followme";
saytext = &"QUICKMESSAGE_FOLLOW_ME";
//saytext = "Follow Me!";
break;

case "2":
soundalias = "RU_mp_cmd_movein";
saytext = &"QUICKMESSAGE_MOVE_IN";
//saytext = "Move in!";
break;

case "3":
soundalias = "RU_mp_cmd_fallback";
saytext = &"QUICKMESSAGE_FALL_BACK";
//saytext = "Fall back!";
break;

case "4":
soundalias = "RU_mp_cmd_suppressfire";
saytext = &"QUICKMESSAGE_SUPPRESSING_FIRE";
//saytext = "Suppressing fire!";
break;

case "5":
soundalias = "RU_mp_cmd_attackleftflank";
saytext = &"QUICKMESSAGE_ATTACK_LEFT_FLANK";
//saytext = "Attack left flank!";
break;

case "6":
soundalias = "RU_mp_cmd_attackrightflank";
saytext = &"QUICKMESSAGE_ATTACK_RIGHT_FLANK";
//saytext = "Attack right flank!";
break;

case "7":
soundalias = "RU_mp_cmd_holdposition";
saytext = &"QUICKMESSAGE_HOLD_THIS_POSITION";
//saytext = "Hold this position!";
break;

default:
assert(response == "8");
soundalias = "RU_mp_cmd_regroup";
saytext = &"QUICKMESSAGE_REGROUP";
//saytext = "Regroup!";
break;
}
break;
}
}
else
{
assert(self.pers["team"] == "axis");
switch(game["axis"])
{
default:
assert(game["axis"] == "german");
switch(response)
{
case "1":
soundalias = "GE_mp_cmd_followme";
saytext = &"QUICKMESSAGE_FOLLOW_ME";
//saytext = "Follow Me!";
break;

case "2":
soundalias = "GE_mp_cmd_movein";
saytext = &"QUICKMESSAGE_MOVE_IN";
//saytext = "Move in!";
break;

case "3":
soundalias = "GE_mp_cmd_fallback";
saytext = &"QUICKMESSAGE_FALL_BACK";
//saytext = "Fall back!";
break;

case "4":
soundalias = "GE_mp_cmd_suppressfire";
saytext = &"QUICKMESSAGE_SUPPRESSING_FIRE";
//saytext = "Suppressing fire!";
break;

case "5":
soundalias = "GE_mp_cmd_attackleftflank";
saytext = &"QUICKMESSAGE_ATTACK_LEFT_FLANK";
//saytext = "Attack left flank!";
break;

case "6":
soundalias = "GE_mp_cmd_attackrightflank";
saytext = &"QUICKMESSAGE_ATTACK_RIGHT_FLANK";
//saytext = "Attack right flank!";
break;

case "7":
soundalias = "GE_mp_cmd_holdposition";
saytext = &"QUICKMESSAGE_HOLD_THIS_POSITION";
//saytext = "Hold this position!";
break;

default:
assert(response == "8");
soundalias = "GE_mp_cmd_regroup";
saytext = &"QUICKMESSAGE_REGROUP";
//saytext = "Regroup!";
break;
}
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;

if(self.pers["team"] == "allies")
{
switch(game["allies"])
{
case "american":
switch(response)
{
case "1":
soundalias = "US_mp_stm_enemyspotted";
saytext = &"QUICKMESSAGE_ENEMY_SPOTTED";
//saytext = "Enemy spotted!";
break;

case "2":
soundalias = "US_mp_stm_enemydown";
saytext = &"QUICKMESSAGE_ENEMY_DOWN";
//saytext = "Enemy down!";
break;

case "3":
soundalias = "US_mp_stm_iminposition";
saytext = &"QUICKMESSAGE_IM_IN_POSITION";
//saytext = "I'm in position.";
break;

case "4":
soundalias = "US_mp_stm_areasecure";
saytext = &"QUICKMESSAGE_AREA_SECURE";
//saytext = "Area secure!";
break;

case "5":
soundalias = "US_mp_stm_grenade";
saytext = &"QUICKMESSAGE_GRENADE";
//saytext = "Grenade!";
break;

case "6":
soundalias = "US_mp_stm_sniper";
saytext = &"QUICKMESSAGE_SNIPER";
//saytext = "Sniper!";
break;

case "7":
soundalias = "US_mp_stm_needreinforcements";
saytext = &"QUICKMESSAGE_NEED_REINFORCEMENTS";
//saytext = "Need reinforcements!";
break;

default:
assert(response == "8");
soundalias = "US_mp_stm_holdyourfire";
saytext = &"QUICKMESSAGE_HOLD_YOUR_FIRE";
//saytext = "Hold your fire!";
break;
}
break;

case "british":
switch(response)
{
case "1":
soundalias = "UK_mp_stm_enemyspotted";
saytext = &"QUICKMESSAGE_ENEMY_SPOTTED";
//saytext = "Enemy spotted!";
break;

case "2":
soundalias = "UK_mp_stm_enemydown";
saytext = &"QUICKMESSAGE_ENEMY_DOWN";
//saytext = "Enemy down!";
break;

case "3":
soundalias = "UK_mp_stm_iminposition";
saytext = &"QUICKMESSAGE_IM_IN_POSITION";
//saytext = "I'm in position.";
break;

case "4":
soundalias = "UK_mp_stm_areasecure";
saytext = &"QUICKMESSAGE_AREA_SECURE";
//saytext = "Area secure!";
break;

case "5":
soundalias = "UK_mp_stm_grenade";
saytext = &"QUICKMESSAGE_GRENADE";
//saytext = "Grenade!";
break;

case "6":
soundalias = "UK_mp_stm_sniper";
saytext = &"QUICKMESSAGE_SNIPER";
//saytext = "Sniper!";
break;

case "7":
soundalias = "UK_mp_stm_needreinforcements";
saytext = &"QUICKMESSAGE_NEED_REINFORCEMENTS";
//saytext = "Need reinforcements!";
break;

default:
assert(response == "8");
soundalias = "UK_mp_stm_holdyourfire";
saytext = &"QUICKMESSAGE_HOLD_YOUR_FIRE";
//saytext = "Hold your fire!";
break;
}
break;

default:
assert(game["allies"] == "russian");
switch(response)
{
case "1":
soundalias = "RU_mp_stm_enemyspotted";
saytext = &"QUICKMESSAGE_ENEMY_SPOTTED";
//saytext = "Enemy spotted!";
break;

case "2":
soundalias = "RU_mp_stm_enemydown";
saytext = &"QUICKMESSAGE_ENEMY_DOWN";
//saytext = "Enemy down!";
break;

case "3":
soundalias = "RU_mp_stm_iminposition";
saytext = &"QUICKMESSAGE_IM_IN_POSITION";
//saytext = "I'm in position.";
break;

case "4":
soundalias = "RU_mp_stm_areasecure";
saytext = &"QUICKMESSAGE_AREA_SECURE";
//saytext = "Area secure!";
break;

case "5":
soundalias = "RU_mp_stm_grenade";
saytext = &"QUICKMESSAGE_GRENADE";
//saytext = "Grenade!";
break;

case "6":
soundalias = "RU_mp_stm_sniper";
saytext = &"QUICKMESSAGE_SNIPER";
//saytext = "Sniper!";
break;

case "7":
soundalias = "RU_mp_stm_needreinforcements";
saytext = &"QUICKMESSAGE_NEED_REINFORCEMENTS";
//saytext = "Need reinforcements!";
break;

default:
assert(response == "8");
soundalias = "RU_mp_stm_holdyourfire";
saytext = &"QUICKMESSAGE_HOLD_YOUR_FIRE";
//saytext = "Hold your fire!";
break;
}
break;
}
}
else
{
assert(self.pers["team"] == "axis");
switch(game["axis"])
{
default:
assert(game["axis"] == "german");
switch(response)
{
case "1":
soundalias = "GE_mp_stm_enemyspotted";
saytext = &"QUICKMESSAGE_ENEMY_SPOTTED";
//saytext = "Enemy spotted!";
break;

case "2":
soundalias = "GE_mp_stm_enemydown";
saytext = &"QUICKMESSAGE_ENEMY_DOWN";
//saytext = "Enemy down!";
break;

case "3":
soundalias = "GE_mp_stm_iminposition";
saytext = &"QUICKMESSAGE_IM_IN_POSITION";
//saytext = "I'm in position.";
break;

case "4":
soundalias = "GE_mp_stm_areasecure";
saytext = &"QUICKMESSAGE_AREA_SECURE";
//saytext = "Area secure!";
break;

case "5":
soundalias = "GE_mp_stm_grenade";
saytext = &"QUICKMESSAGE_GRENADE";
//saytext = "Grenade!";
break;

case "6":
soundalias = "GE_mp_stm_sniper";
saytext = &"QUICKMESSAGE_SNIPER";
//saytext = "Sniper!";
break;

case "7":
soundalias = "GE_mp_stm_needreinforcements";
saytext = &"QUICKMESSAGE_NEED_REINFORCEMENTS";
//saytext = "Need reinforcements!";
break;

default:
assert(response == "8");
soundalias = "GE_mp_stm_holdyourfire";
saytext = &"QUICKMESSAGE_HOLD_YOUR_FIRE";
//saytext = "Hold your fire!";
break;
}
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;

if(self.pers["team"] == "allies")
{
switch(game["allies"])
{
case "american":
switch(response)
{
case "1":
soundalias = "US_mp_rsp_yessir";
saytext = &"QUICKMESSAGE_YES_SIR";
//saytext = "Yes Sir!";
break;

case "2":
soundalias = "US_mp_rsp_nosir";
saytext = &"QUICKMESSAGE_NO_SIR";
//saytext = "No Sir!";
break;

case "3":
soundalias = "US_mp_rsp_onmyway";
saytext = &"QUICKMESSAGE_IM_ON_MY_WAY";
//saytext = "On my way.";
break;

case "4":
soundalias = "US_mp_rsp_sorry";
saytext = &"QUICKMESSAGE_SORRY";
//saytext = "Sorry.";
break;

case "5":
soundalias = "US_mp_rsp_greatshot";
saytext = &"QUICKMESSAGE_GREAT_SHOT";
//saytext = "Great shot!";
break;

case "6":
soundalias = "US_mp_rsp_tooklongenough";
saytext = &"QUICKMESSAGE_TOOK_LONG_ENOUGH";
//saytext = "Took long enough!";
break;

case "8":
soundalias = "am_US_sanitaeter_hilfe";
saytext = &"AM_MP_MEDIC";
break;

case "9":
soundalias = "am_US_" + RandomInt(3) + "_taunt";
saytext = &"AM_MP_MESSAGE_EMPTY";
break;


default:
assert(response == "7");
soundalias = "US_mp_rsp_areyoucrazy";
saytext = &"QUICKMESSAGE_ARE_YOU_CRAZY";
//saytext = "Are you crazy?";
break;
}
break;

case "british":
switch(response)
{
case "1":
soundalias = "UK_mp_rsp_yessir";
saytext = &"QUICKMESSAGE_YES_SIR";
//saytext = "Yes Sir!";
break;

case "2":
soundalias = "UK_mp_rsp_nosir";
saytext = &"QUICKMESSAGE_NO_SIR";
//saytext = "No Sir!";
break;

case "3":
soundalias = "UK_mp_rsp_onmyway";
saytext = &"QUICKMESSAGE_IM_ON_MY_WAY";
//saytext = "On my way.";
break;

case "4":
soundalias = "UK_mp_rsp_sorry";
saytext = &"QUICKMESSAGE_SORRY";
//saytext = "Sorry.";
break;

case "5":
soundalias = "UK_mp_rsp_greatshot";
saytext = &"QUICKMESSAGE_GREAT_SHOT";
//saytext = "Great shot!";
break;

case "6":
soundalias = "UK_mp_rsp_tooklongenough";
saytext = &"QUICKMESSAGE_TOOK_LONG_ENOUGH";
//saytext = "Took long enough!";
break;

case "8":
soundalias = "am_UK_sanitaeter_hilfe";
saytext = &"AM_MP_MEDIC";
break;

case "9":
soundalias = "am_UK_" + RandomInt(3) + "_taunt";
saytext = &"AM_MP_MESSAGE_EMPTY";
break;


default:
assert(response == "7");
soundalias = "UK_mp_rsp_areyoucrazy";
saytext = &"QUICKMESSAGE_ARE_YOU_CRAZY";
//saytext = "Are you crazy?";
break;
}
break;

default:
assert(game["allies"] == "russian");
switch(response)
{
case "1":
soundalias = "RU_mp_rsp_yessir";
saytext = &"QUICKMESSAGE_YES_SIR";
//saytext = "Yes Sir!";
break;

case "2":
soundalias = "RU_mp_rsp_nosir";
saytext = &"QUICKMESSAGE_NO_SIR";
//saytext = "No Sir!";
break;

case "3":
soundalias = "RU_mp_rsp_onmyway";
saytext = &"QUICKMESSAGE_IM_ON_MY_WAY";
//saytext = "On my way.";
break;

case "4":
soundalias = "RU_mp_rsp_sorry";
saytext = &"QUICKMESSAGE_SORRY";
//saytext = "Sorry.";
break;

case "5":
soundalias = "RU_mp_rsp_greatshot";
saytext = &"QUICKMESSAGE_GREAT_SHOT";
//saytext = "Great shot!";
break;

case "6":
soundalias = "RU_mp_rsp_tooklongenough";
saytext = &"QUICKMESSAGE_TOOK_LONG_ENOUGH";
//saytext = "Took long enough!";
break;

case "8":
soundalias = "am_RU_sanitaeter_hilfe";
saytext = &"AM_MP_MEDIC";
break;

case "9":
soundalias = "am_RU_" + RandomInt(3) + "_taunt";
saytext = &"AM_MP_MESSAGE_EMPTY";
break;


default:
assert(response == "7");
soundalias = "RU_mp_rsp_areyoucrazy";
saytext = &"QUICKMESSAGE_ARE_YOU_CRAZY";
//saytext = "Are you crazy?";
break;
}
break;
}
}
else
{
assert(self.pers["team"] == "axis");
switch(game["axis"])
{
default:
assert(game["axis"] == "german");
switch(response)
{
case "1":
soundalias = "GE_mp_rsp_yessir";
saytext = &"QUICKMESSAGE_YES_SIR";
//saytext = "Yes Sir!";
break;

case "2":
soundalias = "GE_mp_rsp_nosir";
saytext = &"QUICKMESSAGE_NO_SIR";
//saytext = "No Sir!";
break;

case "3":
soundalias = "GE_mp_rsp_onmyway";
saytext = &"QUICKMESSAGE_IM_ON_MY_WAY";
//saytext = "On my way.";
break;

case "4":
soundalias = "GE_mp_rsp_sorry";
saytext = &"QUICKMESSAGE_SORRY";
//saytext = "Sorry.";
break;

case "5":
soundalias = "GE_mp_rsp_greatshot";
saytext = &"QUICKMESSAGE_GREAT_SHOT";
//saytext = "Great shot!";
break;

case "6":
soundalias = "GE_mp_rsp_tooklongenough";
saytext = &"QUICKMESSAGE_TOOK_LONG_ENOUGH";
//saytext = "Took long enough!";
break;

case "8":
soundalias = "am_GE_sanitaeter_hilfe";
saytext = &"AM_MP_MEDIC";
break;

case "9":
soundalias = "am_GE_" + RandomInt(3) + "_taunt";
saytext = &"AM_MP_MESSAGE_EMPTY";
break;

default:
assert(response == "7");
soundalias = "GE_mp_rsp_areyoucrazy";
saytext = &"QUICKMESSAGE_ARE_YOU_CRAZY";
//saytext = "Are you crazy?";
break;
}
break;
}
}

self saveHeadIcon();
self doQuickMessage(soundalias, saytext);

wait 2;
self.spamdelay = undefined;
self restoreHeadIcon();
}

quicktaunts(response)
{
if(!isdefined(self.pers["team"]) || self.pers["team"] == "spectator" || isdefined(self.spamdelay))
return;

self.spamdelay = true;

if(self.pers["team"] == "allies")
{
switch(game["allies"])
{
case "american":
switch(response)
{
case "1":
soundalias = "am_US_0_taunt,9";
saytext = "Ca va faire mal!";
break;

case "2":
soundalias = "am_US_0_taunt,8";
saytext = "Que se passe t il, t'as jamais vu un ennemi se défendre?";
break;

case "3":
soundalias = "am_US_1_taunt,8";
saytext = "Hey fritz,t'es juste bon à m'lécher le cul!";
break;

case "4":
temp = randomInt(2);
if(temp == 0)
{
soundalias = "am_GE_0_inform_killconfirm_infantry_US,7";
saytext = "J'en ai eu un!";
}
else
{
soundalias = "am_US_3_inform_killconfirm_infantry,12";
saytext = "Liquidé!";
}
break;

case "5":
soundalias = "am_US_1_taunt,7";
saytext = "Ta femme te reverras dans un cercueil!";
break;

case "6":
soundalias = "am_US_2_taunt,9";
saytext = "tu vas la sentir passée!";
break;

case "7":
soundalias = "am_US_2_taunt,8";
saytext = "Hey, pauvre débile viens donc par là!";
break;

case "8":
soundalias = "am_US_1_taunt,9";
saytext = "Hey bosch, ta soeur m'a demander de te dire bonjour!";
break;

default:
assert(response == "9");
soundalias = "am_US_0_taunt,7";
saytext = "Tu vas rentrer dans une boite, le fritz!";
break;
}
break;

case "british":
switch(response)
{
case "1":
soundalias = "am_UK_haltet_ihren_gegenangriff_auf_genossen";
saytext = "J' vais botter le cul jusqu'en enfer!";
break;

case "2":
soundalias = "am_UK_moerser_nicht_stehen_bleiben_weiter";
saytext = "Tous des laches ces bosches, amenez vous!";
break;

case "3":
soundalias = "am_UK_raeumt_diese_gebaeude_los_los_los";
saytext = "Crève salopard de bosches!";
break;

case "4":
temp = randomInt(2);
if(temp == 0)
{
soundalias = "british_got_one";
saytext = "J'en ai eu un!";
}
else
{
soundalias = "am_GE_0_inform_killconfirm_infantry_US,7";
saytext = "J'l'ai eu!";
}
break;

case "5":
soundalias = "am_UK_gute_arbeit_maenner_weiter";
saytext = "Il nous emmerdera plus celui là, je l'ai eu cet enfoiré!";
break;

case "6":
soundalias = "am_UK_muessen_das_ohne_hilfe_von_panzern_schaffen";
saytext = "Et voilà, un bosch de moins!";
break;

case "7":
soundalias = "am_UK_halten_sie_stellung_bis_verstaerkungen_eintreffen";
saytext = "Tu vas avaler ton bulletin de naissance avant la fin de la guerre!";
break;

case "8":
soundalias = "am_US_1_taunt,9";
saytext = "Hey bosch, ta soeur m'a demander de te dire bonjour!";
break;

default:
assert(response == "9");
soundalias = "am_US_2_taunt,9";
saytext = "tu vas la sentir passée!";
break;
}
break;

default:
assert(game["allies"] == "russian");
switch(response)
{
case "1":
soundalias = "am_RU_0_taunt,8";
saytext = "T'es mort tu vas passer l'hiver au fr ais!";
break;

case "2":
soundalias = "am_RU_0_taunt,7";
saytext = "Content de mourrir sur le front Russe?";
break;

case "3":
soundalias = "am_RU_0_taunt,9";
saytext = "Beaucoup de chemin, pour mourrir!";
break;

case "4":
temp = randomInt(2);
if(temp == 0)
{
soundalias = "am_GE_0_inform_killconfirm_infantry_US,7";
saytext = "J'en ai eu un!";
}
else
{
soundalias = "am_RU_0_inform_killconfirm_infantry,1";
saytext = "Ennemi au sol!";
}
break;

case "5":
temp = randomInt(5);
if(temp == 0)
{
soundalias = "am_RU_3_threat_infantry_generic,14";
saytext = "Ce sont des fascistes!";
}
else if(temp == 1)
{
soundalias = "am_UK_0_location_secondfloor_generic,12";
saytext = "Au deuxième!";
}
else if(temp == 2)
{
soundalias = "am_RU_1_location_basement_generic,11";
saytext = "Le sous-sol!!";
}
else if(temp == 3)
{
soundalias = "am_RU_0_inform_attacking_grenade,5";
saytext = "J'ai une grenade pour toi, bouchers!";
}
else
{
soundalias = "am_RU_ich_habe_etwas_tnt_ich_fange_hier_drueben_an";
saytext = "j'ai quelque chose pour toi!";
}
break;

case "6":
soundalias = "am_RU_eliminiert_die_faschisten";
saytext = "Eliminez ces fascistes!";
break;

case "7":
soundalias = "am_RU_ah_ah_ein_gegenangriff";
saytext = "pour l'Union soviétique !";
break;

case "8":
soundalias = "am_RU_0_inform_attacking_grenade,8";
saytext = "Pour la mère patrie!";
break;

default:
assert(response == "9");
soundalias = "am_RU_bewegung_schnell_weg";
saytext = "*Wouhaaaaaaaa*";
break;
}
break;
}
}
else
{
assert(self.pers["team"] == "axis");
switch(game["axis"])
{
default:
assert(game["axis"] == "german");
switch(response)
{
case "1":
soundalias = "am_GE_0_taunt,7";
saytext = "Que t arrive t il, t'as mouiller ton froc?!";
break;

case "2":
soundalias = "am_GE_0_taunt,8";
saytext = "Crève, C'est mieux pour nous!";
break;

case "3":
soundalias = "am_GE_0_taunt,9";
saytext = "Crève!";
break;

case "4":
soundalias = "am_GE_1_taunt,7";
saytext = "Je l'ai eu!";
break;

case "5":
soundalias = "am_GE_1_taunt,8";
saytext = "Nous savons tous les 2 que tu n'as aucunes chances!";
break;

case "6":
soundalias = "am_GE_1_taunt,9";
saytext = "En fin de compte, vous serez battus de toute façon!";
break;

case "7":
if(game["allies"] == "american")
{
soundalias = "am_GE_2_taunt,7";
saytext = "Vous, yankees vous êtes faible et votre président est boiteux!";
}
else if(game["allies"] == "british")
{
soundalias = "am_GE_2_taunt,8";
saytext = "Vous aurez besoin d'une plus grande île quand cette guerre sera terminée pour enterrer tout vos morts, tommy!";
}
else
{
soundalias = "am_GE_2_taunt,9";
saytext = "Allez en l'enfer, bâtards russes!";
}
break;

case "8":
if(game["allies"] == "american")
{
soundalias = "am_GE_sanitaeter_hilfe,10";
saytext = "Quand on aura fini ici, nous continuerons jusqu'à New York!";
}
else if(game["allies"] == "british")
{
soundalias = "am_GE_sanitaeter_hilfe,11";
saytext = "N'est il pas déjà l'heure pour votre thé?";
}
else
{
soundalias = "am_GE_sanitaeter_hilfe,12";
saytext = "Je suis désolé Ivan, mais nous pouvons aller à la maison si nous gagnons ou perdons!";
}
break;

default:
assert(response == "9");
soundalias = "am_GE_sanitaeter,10";
saytext = "Vous combattez comme des gonzesses!";
break;
}
break;
}
}

self saveHeadIcon();
self doQuickMessage(soundalias, saytext);

wait 2;
self.spamdelay = undefined;
self restoreHeadIcon();
}

doQuickMessage(soundalias, saytext)
{
if(self.sessionstate != "playing")
return;

if(isdefined(level.QuickMessageToAll) && level.QuickMessageToAll)
{
self.headiconteam = "none";
self.headicon = "talkingicon";

self playSound(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(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;
}

Excuse my English because I am useful myself of a translator to speak to you. I am French (null is not perfect, ha ha).
lines including this: am_UK, am_us, etc, result from the MOD admiralmod.
thx Deus
[pimp]Kovni
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deus
General Member
Since: Jul 19, 2005
Posts: 30
Last: Apr 11, 2006
[view latest posts]
Level 2
Category: CoD2 Scripting
Posted: Monday, Mar. 6, 2006 06:09 pm
I am looking to build a mod like this, so once i have it built ill post my findings here.
Share |
kovni
General Member
Since: Jun 25, 2005
Posts: 8
Last: Feb 19, 2008
[view latest posts]
Level 0
Category: CoD2 Scripting
Posted: Monday, Mar. 6, 2006 06:47 pm
deus writes...
Quote:
I am looking to build a mod like this, so once i have it built ill post my findings here.


THANK YOU Deus, it is really cool. [rocking]
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