customizing vsay help!

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meltzen
Posts: 5
Joined: Sat Oct 09, 2004 4:37 pm

customizing vsay help!

Post by meltzen »

anyone got any info on adding some custom vsays to your vsay menu?
a sample script maybe?
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gotenks
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Post by gotenks »

it'd have to run on non-pure servers, but edit the mp_pak0.pk3 (i believe) you won't beable to play on pure servers any more... but if your the server host... ask IM2GOOD4U, he's done it for a while
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=FF=im2good4u
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Post by =FF=im2good4u »

yeh i done

the voice chat menu are scriptable they are in Q3 (menu) script format

here is other topic i helped about it

http://bani.anime.net/banimod/forums/vi ... u&start=15

to add your own voice chat you need the chat.voice files to edit the ingame voichat menu you need the quickmessage.menu files
zackinma
Posts: 11
Joined: Tue Nov 23, 2004 2:43 pm

making my own media pack

Post by zackinma »

i am interested in making my own media pack similar to the banimediapack.pk3

really all i want to do is add more stuff to the existing media pack.

i am attempting to teach myself how this is done.
addind the sounds to the wm_allies_chat.voice and wm_axis_chat.voice looks easy enough. i need help w/ the vsay meno itself.
the wm_quickmessagealt.menu file
i dont know what to do in here so the new sounds appear on the vsay menu.

here is an example of how it starts:

#define DEFAULT_TEXT_SCALE 0.25

#define ORIGIN_QUICKMESSAGE 10 110

{
menuDef {
name "wm_quickmessageAlt"
visible 0
fullscreen 0
rect 0 100 640 380
focusColor 1 1 1 1
disablecolor 0 0 0 0
backcolor 0 0 0 0
style WINDOW_STYLE_FILLED
border 1

onOpen { setCvar cl_bypassMouseInput "1" }
onClose { setCvar cl_bypassMouseInput "0" }

itemDef {
name window
visible 1
rect 0 0 170 170
origin ORIGIN_QUICKMESSAGE
forecolor 1 1 1 1
backcolor 0 0 0 1
style WINDOW_STYLE_SHADER
border 1
background "ui_mp/assets/quickmessage_background.tga"
decoration
}

itemDef {
name "window"
visible 1
rect 36 15 128 20
origin ORIGIN_QUICKMESSAGE
forecolor 0 1 1 1
backcolor 0 0 0 0
text "Message"
textfont UI_FONT_NORMAL
textscale .25
textalign ITEM_ALIGN_CENTER
decoration
}

itemDef {
name "window"
visible 1
rect 10 39 128 16
origin ORIGIN_QUICKMESSAGE
forecolor 1 1 1 1
backcolor 0 0 0 0
textfont UI_FONT_NORMAL
textscale .25
textalign ITEM_ALIGN_LEFT
text "1. Statements"
decoration
}
execKey "1" { close wm_quickmessageAlt; open altwm_quickstatements }

itemDef {
name "window"
visible 1
rect 10 54 128 16
origin ORIGIN_QUICKMESSAGE
forecolor 1 1 1 1
backcolor 0 0 0 0
textfont UI_FONT_NORMAL
textscale .25
textalign ITEM_ALIGN_LEFT
text "2. Requests"
decoration
}
execKey "2" { close wm_quickmessageAlt; open altwm_quickrequests }

normally when i teach myself this stuff i just follow the pattern and add from there, but i cant find it here, for example forecolor is always the same, but rect is always different, and i dont know what that means.

any links you can provide that would point me in the right direction, or information?
thanks
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=FF=im2good4u
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Post by =FF=im2good4u »

oke i can help u on that iv got los of XP whit Q3menu's :D (and whit rtcw scriptable huds)

well now

there are 2 forecolors for global the text is in yellow and for team chat is white

forecolor works whits 4 seperated value RED GREEN BLUE ALPHA
1 = 100%
0 = 0%

so 1 1 1 1 makes it use full red / green / blue witch means its white and full aplha so no transpecrecy

the rect is the postion it also used 4 values X Y W H
X is the left offset from left of screen
Y is the hight offset from top of the screen
W is the with of the itemdef itself
H is the hight of the itemdef itself

W/H is calculated out of X/Y sl the left position of the itemdef is the Y while the right position is Y+W

but since we work whit text in a voicechat menu we dont need W/H since they have to influence on text

if u leek between itemdef u well seee there is a repeating invcrease ment of the Y (15)

so the the distance between each linethat is drawn on screen

oke back to the menu code
fist the start off

Code: Select all

&#123; 
menuDef &#123; //this is the starting of the menu
name "wm_quickmessageAlt" 
visible 0 
fullscreen 0 
rect 0 100 640 380 
focusColor 1 1 1 1 
disablecolor 0 0 0 0 
backcolor 0 0 0 0 
style WINDOW_STYLE_FILLED 
border 1 

onOpen &#123; setCvar cl_bypassMouseInput "1" &#125; 
onClose &#123; setCvar cl_bypassMouseInput "0" &#125; 

itemDef &#123; //this is the menu image that is drawn on screen &#40;the background image&#41;
name window 
visible 1 
rect 0 0 170 170 
origin ORIGIN_QUICKMESSAGE 
forecolor 1 1 1 1 
backcolor 0 0 0 1 
style WINDOW_STYLE_SHADER 
border 1 
background "ui_mp/assets/quickmessage_background.tga" 
decoration 
&#125; 

itemDef &#123; //this is the message text witch is show
name "window" 
visible 1 
rect 36 15 128 20 
origin ORIGIN_QUICKMESSAGE 
forecolor 0 1 1 1 
backcolor 0 0 0 0 
text "Message" 
textfont UI_FONT_NORMAL 
textscale .25 
textalign ITEM_ALIGN_CENTER 
decoration 
&#125;
in part of code the only thing that realy matters is the name field of the menudef since that is used when u open the menu by the action open <menuname>

then now the vsay

Code: Select all

itemDef &#123; 
name "window" 
visible 1 
rect 10 39 128 16 
origin ORIGIN_QUICKMESSAGE 
forecolor 1 1 1 1 
backcolor 0 0 0 0 
textfont UI_FONT_NORMAL 
textscale .25 
textalign ITEM_ALIGN_LEFT 
text "1. Statements" 
decoration 
&#125; 
execKey "1" &#123; close wm_quickmessageAlt; open altwm_quickstatements &#125; 
here the only thing that ealy matter are the text to display witch is set in the text field and the action of this itemdef the execKey

execKey used 2 inputs KEY { ACTION }
key is the key u press to trigger it
action is whut it trigger or wut it does

in this example it uses 2 action seperated by a ; 1e action is close <menuname> NOTE: that the menu name is the same as the menu name of the menudef it is part of so it closes its own menu ; 2e action is open <menuname> NOTE: hat menu name matches the menu name of the statements menudef

there many other posable menu action like the voicechat triggers witch are in the other itemdefauls

<hr>
some other usefull info
screen rect values are calcutlated per pixel on a screen from 640 * 480
zackinma
Posts: 11
Joined: Tue Nov 23, 2004 2:43 pm

menu works

Post by zackinma »

ok i got all that, my menu appears to be working fine. all the new options come up and stuff. but none of my new sounds play, nor does the text i entered in the wm_allies.chat.voice &

all the origional vsay's still work though
is there something other then adding the info into the wm_allies_chat.voice wm_axis_chat.voice and wm_quickmessagealt.menu
that i am supposed to do here to get them to work. like i said all the options appear in the menu, just dont work when i hit the button to use them.
any ideas.

here are some samples of the .menu file (to make sure i did this right)

// ============
// DF Clan 2
// ============
{
menuDef {
name "DF_Clan_2"
visible 0
fullscreen 0
rect 0 100 640 380
focusColor 1 1 0 1
disablecolor 0 0 0 0
backcolor 0 0 0 0
style WINDOW_STYLE_FILLED
border 1

onOpen { setCvar cl_bypassMouseInput "1" }
onClose { setCvar cl_bypassMouseInput "0" }

itemDef {
name window
visible 1
rect 0 0 170 170
origin ORIGIN_QUICKMESSAGE
forecolor 1 1 0 1
backcolor 0 0 0 1
style WINDOW_STYLE_SHADER
border 1
background "ui_mp/assets/quickmessage_background.tga"
decoration
}

itemDef {
name "window"
visible 1
rect 37 15 128 20
origin ORIGIN_QUICKMESSAGE
forecolor 1 1 0 1
backcolor 0 0 0 0
text "Arnold"
textfont UI_FONT_NORMAL
textscale .25
textalign ITEM_ALIGN_CENTER
decoration
}


itemDef {
name "window"
visible 1
rect 10 40 128 16
origin ORIGIN_QUICKMESSAGE
forecolor 1 0 0 1
backcolor 0 0 0 0
textfont UI_FONT_NORMAL
textscale .25
textalign ITEM_ALIGN_LEFT
text "1. Ugly MoFo"
decoration
}
execKey "1" { exec "VoiceChat arnold_UGLY"; close DF_Clan_2 }


itemDef {
name "window"
visible 1
rect 10 56 128 16
origin ORIGIN_QUICKMESSAGE
forecolor 1 0 0 1
backcolor 0 0 0 0
textfont UI_FONT_NORMAL
textscale .25
textalign ITEM_ALIGN_LEFT
text "2. If It Bleeds..."
decoration
}
execKey "2" { exec "VoiceChat arnold_ifitbleeds"; close DF_Clan_2 }


itemDef {
name "window"
visible 1
rect 10 72 128 16
origin ORIGIN_QUICKMESSAGE
forecolor 1 0 0 1
backcolor 0 0 0 0
textfont UI_FONT_NORMAL
textscale .25
textalign ITEM_ALIGN_LEFT
text "3. AstaLavista BaBy"
decoration
}
execKey "3" { exec "VoiceChat arnold_hastalavistababy"; close DF_Clan_2 }



itemDef {
name "window"
visible 1
rect 10 88 128 16
origin ORIGIN_QUICKMESSAGE
forecolor 1 0 0 1
backcolor 0 0 0 0
textfont UI_FONT_NORMAL
textscale .25
textalign ITEM_ALIGN_LEFT
text "4. Fuck You Ass"
decoration
}
execKey "4" { exec "VoiceChat fuckyou"; close DF_Clan_2 }


itemDef {
name "window"
visible 1
rect 10 104 128 16
origin ORIGIN_QUICKMESSAGE
forecolor 1 0 0 1
backcolor 0 0 0 0
textfont UI_FONT_NORMAL
textscale .25
textalign ITEM_ALIGN_LEFT
text "5. No Problem"
decoration
}
execKey "5" { exec "VoiceChat nproblem"; close DF_Clan_2 }



itemDef {
name "window"
visible 1
rect 10 120 128 16
origin ORIGIN_QUICKMESSAGE
forecolor 1 0 0 1
backcolor 0 0 0 0
textfont UI_FONT_NORMAL
textscale .25
textalign ITEM_ALIGN_LEFT
text "6. I'll Be Back"
decoration
}
execKey "6" { exec "VoiceChat arnold_illbeback"; close DF_Clan_2 }

itemDef {
name "window"
visible 1
rect 10 136 128 16
origin ORIGIN_QUICKMESSAGE
forecolor 0 1 0 1
backcolor 0 0 0 0
textfont UI_FONT_NORMAL
textscale .25
textalign ITEM_ALIGN_LEFT
text "7. More =DF= Clan Taunts"
decoration
group ingamebox
}
execKey "7" { close DF_Clan; open DF_Clan_3 }
}


i think this is all correct so i am stumped....
thanks for your help

zack...
zackinma
Posts: 11
Joined: Tue Nov 23, 2004 2:43 pm

sample rate?

Post by zackinma »

do the .wav files have to be at a specific sample rate?
zackinma
Posts: 11
Joined: Tue Nov 23, 2004 2:43 pm

not menu i think

Post by zackinma »

dont think it's the menu
because i drop console and try to get them to work using /vsay and they still dont work.
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=FF=im2good4u
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Post by =FF=im2good4u »

vaw files need a special rate yeh i cant tell u wich rate but rtcw isnt that advanved lol play some of the working ones and look for thier rate

also post your wm_<team>_vouce.soud file code it might be wrong there

and try playing the sound by /play path/filename.wav
zackinma
Posts: 11
Joined: Tue Nov 23, 2004 2:43 pm

reply vsay help

Post by zackinma »

male

// American voices
AllClear
{
sound/multiplayer/allies/a-all_clear.wav "All clear."
}

DynamiteDefused
{
sound/multiplayer/allies/a-dynamite_defused.wav "Dynamite defused."
}

DynamitePlanted
{
sound/multiplayer/allies/a-dynamite_planted.wav "Dynamite planted."
}

FireInTheHole
{
sound/multiplayer/allies/a-fire_in_the_hole.wav "Fire in the hole!"
}

HoldYourFire
{
sound/multiplayer/allies/a-hold_fire.wav "Hold your fire!"
}

LetsGo
{
sound/multiplayer/allies/a-lets_go.wav "Lets go."
}

Medic
{
sound/multiplayer/allies/a-medic1.wav "Medic!" sprites/voiceMedic
}

OnDefense
{
sound/multiplayer/allies/a-on_defense.wav "I'm on defense."
}

OnOffense
{
sound/multiplayer/allies/a-on_offense.wav "I'm on offense."
}

Affirmative
{
sound/multiplayer/allies/a-affirmative.wav "Affirmative."
}

Negative
{
sound/multiplayer/allies/a-negative.wav "Negative."
}

NeedAmmo
{
sound/multiplayer/allies/a-ammo.wav "I need ammo!" sprites/voiceAmmo
}

NeedBackup
{
sound/multiplayer/allies/a-backup.wav "I need backup!"
}

CoverMe
{
sound/multiplayer/allies/a-cover_me.wav "Cover me!"
}

Incoming
{
sound/multiplayer/allies/a-incoming.wav "Incoming!"
}

IamEngineer
{
sound/multiplayer/allies/a-engineer.wav "I'm an engineer."
}

IamMedic
{
sound/multiplayer/allies/a-medic.wav "I'm a medic."
}

IamLieutenant
{
sound/multiplayer/allies/a-lt.wav "I'm a lieutenant."
}

IamSoldier
{
sound/multiplayer/allies/a-soldier.wav "I'm a soldier."
}

Bye
{
sound/multiplayer/allies/a-bye1.WAV "Bye."
sound/multiplayer/allies/a-bye2.WAV "Bye."
}

ClearPath
{
sound/multiplayer/allies/a-clearpath1.WAV "Clear the path!"
}

DefendObjective
{
sound/multiplayer/allies/a-defendobj1.WAV "Defend our objective!"
}

DisarmDynamite
{
sound/multiplayer/allies/a-disarm1.WAV "Disarm the dynamite!"
}

EnemyWeak
{
sound/multiplayer/allies/a-enemyweak1.WAV "The enemy is weakened."
}

FollowMe
{
sound/multiplayer/allies/a-followme1.WAV "Follow me."
}

GoodGame
{
sound/multiplayer/allies/a-goodgame1.WAV "Good game."
}

GreatShot
{
sound/multiplayer/allies/a-greatshot1.WAV "Great shot."
}

Hi
{
sound/multiplayer/allies/a-hi1.WAV "Hi."
sound/multiplayer/allies/a-hi2.WAV "Hi."
sound/multiplayer/allies/a-hi3.WAV "Hi."
}

Move
{
sound/multiplayer/allies/a-move1.WAV "Move!"
}

NeedEngineer
{
sound/multiplayer/allies/a-needeng1.WAV "We need an engineer!"
}

Oops
{
sound/multiplayer/allies/a-oops1.WAV "Oops."
}

PathCleared
{
sound/multiplayer/allies/a-pathclear1.WAV "Path cleared."
}

Sorry
{
sound/multiplayer/allies/a-sorry1.WAV "Sorry."
}

TakingFire
{
sound/multiplayer/allies/a-takingfire1.WAV "Taking fire!"
}

Thanks
{
sound/multiplayer/allies/a-thanks1.WAV "Thanks."
}

Welcome
{
sound/multiplayer/allies/a-welcome1.WAV "You're welcome."
}

WhereTo
{
sound/multiplayer/allies/a-whereto1.WAV "Where to?"
}

Cheer
{
sound/multiplayer/allies/a-yeah1.WAV "Yeah!"
sound/multiplayer/allies/a-yeah2.WAV "Yeah!"
sound/multiplayer/allies/a-yeah3.WAV "WOOHOOO!"
sound/multiplayer/allies/a-yeah4.WAV "Woohooo!"
sound/multiplayer/allies/a-yeah5.WAV "YEE-HAW!"
}

moo
{
a-moo.WAV "Moo!"
}

busted
{
a-busted.WAV "You're so busted!"
}

blowit
{
blowit.WAV "Blow it out your ass!"
}

bubblegum
{
bubblegum.WAV "It's time to kick ass and chew bubblegum, and I'm all out of gum."
}

cake
{
cake.WAV "Yeah, piece of cake."
}

cool
{
cool.WAV "Cool, time to kick some ass."
}

getsome
{
getsome.WAV "Come get some!"
}

good
{
good.WAV "Damn I'm good!"
}

hell
{
hell.WAV "See you in Hell!"
}

gonnadie
{
gonnadie.WAV "You're gonna die for that!"
}

lucky
{
lucky.WAV "Lucky son of a bitch!"
}

payback
{
payback.WAV "Hmm Hmm Hmm, pay back time!"
}

rip
{
rip.WAV "I'll rip your head off and shit down your neck!"
}

wasted
{
wasted.WAV "Hmm Hmm Hmm, wasted!"
}

yourface
{
yourface.WAV "Your face, Your ass, What's the difference!"
}

king
{
king.WAV "Hail to the king baby!"
}

ugly
{
ugly.WAV "Damn, you're ugly!"
}

wantsome
{
wantsome.WAV "Who wants some!"
}

slacker
{
slacker.WAV "Get back to work you slacker!"
}

yousuck
{
yousuck.WAV "You Suck!"
}

getaway
{
getaway.WAV "Get away from me bitch!"
}

retarded
{
retarded.WAV "You have smoked yourself retarded."
}

run
{
run.WAV "Yo, I'm gonna make a run for it B!"
}

setup
{
setup.WAV "Damn B, I've been setup!"
}

slap
{
slap.WAV "Man I swear I will BITCH slap you!"
}

sucks
{
sucks.WAV "Heh,heh,heh,heh,heh,heh,heh sucks to be you man!"
}
// my edits start here===============================

arnold_UGLY
{
arnold_UGLY.wav "Your one ugly MotherFucker!"
}

arnold_ifitbleeds
{
arnold_ifitbleeds.wav "If it bleeds, We can Kill it!"
}

arnold_hastalavistababy
{
arnold_hastalavistababy.wav "As Ta La Vis Ta... BaBy!"
}

fuckyou
{
fuckyou.wav "Fuck You! Ass Hole!"
}

nproblem
{
nproblem.wav "No Problem O!"
}

arnold_illbeback
{
arnold_illbeback.wav "I'll be BACK!"
}

thissucks
{
thissucks.wav "This Sucks!"
}

ondope
{
ondope.wav "What are you people, on DOPE?!"
}

neck
{
neck.wav "You had best unfuck yourself or i will unscrew your head and shit down your neck"
}

sister
{
sister.wav "Hell i like you. You can come over to my house and fuck my sister!"
}

numnuts
{
numnuts.wav "What is your major malfunction NumNuts?"
}

diehard12
{
diehard12.wav "YeiPie Ki A! Mother Fucker!"
}

diehard07
{
diehard07.wav "Welcome to the Party Pal!"
}


i didn't piut the /sounds/multiplayer etc because the bani chants work fine and they dont have them so i didn't think they were required since they were located in the exact same pk3 file. the moo and the your so busted work, but were part of the media pack before i started to edit. the my edits start here is not in the file, i just added it so you could see. everyting up to my edits was a media pack already made and works fine, but nothing i added does. like i said menu works fine.
zackinma
Posts: 11
Joined: Tue Nov 23, 2004 2:43 pm

sounds do play

Post by zackinma »

the custom media sounds do play when i do the /play as you had asked me to try in prior post.
zackinma
Posts: 11
Joined: Tue Nov 23, 2004 2:43 pm

getting some where

Post by zackinma »

ok i think i'm getting some where. i know all the sounds play as i was able to play them in wolf.
for a test rather then adding more menu vsays i took the last one on the last menu and changed it to a custom sound. then i edited then .voice files and tested it, it worked. but when i did this all of a sudden all the bani taunts stopped working. this was very strange as i didn't even touch any of the menu for them. i noticed on the media pack the bani chants were not in the .voice files. but they worked till i edited the menu and the .voice file, then they ALL stopped working. strange... any ideas?
macsta
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Location: Germany
Contact:

Sounds

Post by macsta »

I am trying to do the same, what PK3 file did you put your modified wm_axis_chat.voice ? I can play the sound, but when I try to ref it with Vsay I cant get it to work at all, please help if you can
{GZR}mAC

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=FF=im2good4u
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Post by =FF=im2good4u »

the files go in the /scripts/ subdirectory for the rest that can be put in any .pk3 u want

just make sure it gest loaded over your original pack

so i suggest nme it somthing like zvsays.pk3
macsta
Posts: 5
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Location: Germany
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VSAY

Post by macsta »

yeah tried that, even downloaded the SKS one you created and used that as a template. only thing is the server is not downloading the file to the users, so its not adding the sounds to the clients VSAYS!

Tried everything I can think of, do I have to ref the new file in the server.cfg? or anything like that?
{GZR}mAC

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