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customizing vsay help!
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meltzen



Joined: 09 Oct 2004
Posts: 5

PostPosted: Tue Oct 12, 2004 2:24 pm    Post subject: customizing vsay help! Reply with quote

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



Joined: 15 Nov 2002
Posts: 4040
Location: out of my mind

PostPosted: Tue Oct 12, 2004 2:31 pm    Post subject: Reply with quote

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



Joined: 05 Feb 2003
Posts: 3924
Location: The Netherlands, HOLLAND

PostPosted: Wed Oct 13, 2004 6:30 am    Post subject: Reply with quote

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/viewtopic.php?t=3500&postdays=0&postorder=asc&highlight=voicechat+menu&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
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zackinma



Joined: 23 Nov 2004
Posts: 11

PostPosted: Thu Jan 13, 2005 1:45 pm    Post subject: making my own media pack Reply with quote

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



Joined: 05 Feb 2003
Posts: 3924
Location: The Netherlands, HOLLAND

PostPosted: Fri Jan 14, 2005 2:51 am    Post subject: Reply with quote

oke i can help u on that iv got los of XP whit Q3menu's Very Happy (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:
{
menuDef { //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 { setCvar cl_bypassMouseInput "1" }
onClose { setCvar cl_bypassMouseInput "0" }

itemDef { //this is the menu image that is drawn on screen (the background image)
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 { //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
}
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:
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 }
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



some other usefull info
screen rect values are calcutlated per pixel on a screen from 640 * 480
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zackinma



Joined: 23 Nov 2004
Posts: 11

PostPosted: Sun Jan 16, 2005 1:10 pm    Post subject: menu works Reply with quote

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...
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zackinma



Joined: 23 Nov 2004
Posts: 11

PostPosted: Sun Jan 16, 2005 1:36 pm    Post subject: sample rate? Reply with quote

do the .wav files have to be at a specific sample rate?
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zackinma



Joined: 23 Nov 2004
Posts: 11

PostPosted: Sun Jan 16, 2005 2:10 pm    Post subject: not menu i think Reply with quote

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



Joined: 05 Feb 2003
Posts: 3924
Location: The Netherlands, HOLLAND

PostPosted: Mon Jan 17, 2005 12:51 pm    Post subject: Reply with quote

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
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zackinma



Joined: 23 Nov 2004
Posts: 11

PostPosted: Tue Jan 18, 2005 11:01 am    Post subject: reply vsay help Reply with quote

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.
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zackinma



Joined: 23 Nov 2004
Posts: 11

PostPosted: Tue Jan 18, 2005 12:18 pm    Post subject: sounds do play Reply with quote

the custom media sounds do play when i do the /play as you had asked me to try in prior post.
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zackinma



Joined: 23 Nov 2004
Posts: 11

PostPosted: Tue Jan 18, 2005 1:00 pm    Post subject: getting some where Reply with quote

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?
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macsta



Joined: 10 Apr 2005
Posts: 5
Location: Germany

PostPosted: Thu Apr 14, 2005 12:50 pm    Post subject: Sounds Reply with quote

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
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=FF=im2good4u



Joined: 05 Feb 2003
Posts: 3924
Location: The Netherlands, HOLLAND

PostPosted: Fri Apr 15, 2005 2:44 am    Post subject: Reply with quote

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
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macsta



Joined: 10 Apr 2005
Posts: 5
Location: Germany

PostPosted: Fri Apr 15, 2005 2:13 pm    Post subject: VSAY Reply with quote

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?
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