tmr_unit_vo.snd:
Hidden/Spoiler:
[code]// -------------------------------------------- Battle Chatter - Clone (Temuera Morrison) ----------------------------------------------------------
SoundStreamProperties()
{
Name("tmr_inf_chatter_AcquiredTarget");
Group("tmr_vo");
Inherit("battle_chatter_template");
Stream("tmr_vo");
PlayInterval(40)
PlayIntervalDev(20)
SegmentList()
{
Segment("RICOM201", 1.0, 25.0, 5.0); // Objective Acquired
Segment("RICOM408", 1.0, 25.0, 5.0); // Target Acquired
Segment("RICOM425", 1.0, 25.0, 5.0); // Target located
}
}
SoundStreamProperties()
{
Name("tmr_inf_chatter_Grenade"); // flee from grenade
Group("tmr_vo");
Inherit("battle_chatter_template");
Stream("tmr_vo");
PlayInterval(40)
PlayIntervalDev(20)
SegmentList()
{
Segment("RICOM410", 1.0, 5.0, 0.0); // Get down
Segment("RICOM416", 1.0, 5.0, 0.0); // Incoming
Segment("RICOM415", 1.0, 5.0, 0.0); // Take Cover
Segment("RICOM424", 1.0, 5.0, 0.0); // Oh No
//Segment("RICOM413", 1.0, 5.0, 0.0); // Retreat
//Segment("RICOM414", 1.0, 5.0, 0.0); // Fall back
}
}
SoundStreamProperties() // unit follow me
{
Name("tmr_command_follow");
Group("tmr_vo");
Inherit("battle_chatter_template");
Stream("tmr_vo");
PlayInterval(40)
PlayIntervalDev(20)
SegmentList()
{
Segment("RICOM208", 1.0, 1.0, 0.0); // Lets go
Segment("RICOM211", 1.0, 1.0, 0.0); // Follow me
Segment("RICOM212", 1.0, 1.0, 0.0); // Come with me
Segment("RICOM423", 1.0, 1.0, 0.0); // I need cover fire
}
}
SoundStreamProperties() // unit disperse
{
Name("tmr_command_stopFollow");
Group("tmr_vo");
Inherit("battle_chatter_template");
Stream("tmr_vo");
PlayInterval(40)
PlayIntervalDev(20)
SegmentList()
{
Segment("RICOM207", 1.0, 1.0, 0.0); // Move out
Segment("RICOM213", 1.0, 1.0, 0.0); // Spread out
Segment("RICOM214", 1.0, 1.0, 0.0); // Disperse
Segment("RICOM219", 1.0, 1.0, 0.0); // Move out soldier
Segment("RICOM220", 1.0, 1.0, 0.0); // Move it soldier
Segment("RICOM421", 1.0, 1.0, 0.0); // Move Move Move
}
}
SoundStreamProperties() // exit vehicle
{
Name("tmr_command_getOut");
Group("tmr_vo");
Inherit("battle_chatter_template");
Stream("tmr_vo");
PlayInterval(40)
PlayIntervalDev(20)
SegmentList()
{
Segment("RICOM207", 1.0, 1.0, 0.0); // Move out
Segment("RICOM217", 1.0, 1.0, 0.0); // Go go go
Segment("RICOM218", 1.0, 1.0, 0.0); // All units deploy
Segment("RICOM234", 1.0, 1.0, 0.0); // Deploy troops
Segment("RICOM225", 1.0, 1.0, 0.0); // Bail out
Segment("RICOM226", 1.0, 1.0, 0.0); // Get out
Segment("RICOM233", 1.0, 1.0, 0.0); // Get out and provide cover
}
}
SoundStreamProperties() // vehicle position available
{
Name("tmr_command_getIn");
Group("tmr_vo");
Inherit("battle_chatter_template");
Stream("tmr_vo");
PlayInterval(40)
PlayIntervalDev(20)
SegmentList()
{
Segment("RICOM215", 1.0, 1.0, 0.0); // Mount up
Segment("RICOM216", 1.0, 1.0, 0.0); // Get in
Segment("RICOM223", 1.0, 1.0, 0.0); // Pile in
Segment("RICOM224", 1.0, 1.0, 0.0); // Get aboard
}
}
SoundStreamProperties() // vehicle stop
{
Name("tmr_command_stopVehicle");
Group("tmr_vo");
Inherit("battle_chatter_template");
Stream("tmr_vo");
PlayInterval(40)
PlayIntervalDev(20)
SegmentList()
{
Segment("RICOM221", 1.0, 1.0, 0.0); // All stop
Segment("RICOM222", 1.0, 1.0, 0.0); // Hold it steady
Segment("RICOM230", 1.0, 1.0, 0.0); // Stop the vehicle
}
}
SoundStreamProperties() // response yes
{
Name("tmr_response_yes");
Group("tmr_vo");
Inherit("battle_chatter_template");
Stream("tmr_vo");
PlayInterval(40)
PlayIntervalDev(20)
SegmentList()
{
Segment("RICOM202", 1.0, 1.0, 0.0); // Yes sir
Segment("RICOM203", 1.0, 1.0, 0.0); // Right away
Segment("RICOM204", 1.0, 1.0, 0.0); // Right away sir
}
}[/code]
SoundStreamProperties()
{
Name("tmr_inf_chatter_AcquiredTarget");
Group("tmr_vo");
Inherit("battle_chatter_template");
Stream("tmr_vo");
PlayInterval(40)
PlayIntervalDev(20)
SegmentList()
{
Segment("RICOM201", 1.0, 25.0, 5.0); // Objective Acquired
Segment("RICOM408", 1.0, 25.0, 5.0); // Target Acquired
Segment("RICOM425", 1.0, 25.0, 5.0); // Target located
}
}
SoundStreamProperties()
{
Name("tmr_inf_chatter_Grenade"); // flee from grenade
Group("tmr_vo");
Inherit("battle_chatter_template");
Stream("tmr_vo");
PlayInterval(40)
PlayIntervalDev(20)
SegmentList()
{
Segment("RICOM410", 1.0, 5.0, 0.0); // Get down
Segment("RICOM416", 1.0, 5.0, 0.0); // Incoming
Segment("RICOM415", 1.0, 5.0, 0.0); // Take Cover
Segment("RICOM424", 1.0, 5.0, 0.0); // Oh No
//Segment("RICOM413", 1.0, 5.0, 0.0); // Retreat
//Segment("RICOM414", 1.0, 5.0, 0.0); // Fall back
}
}
SoundStreamProperties() // unit follow me
{
Name("tmr_command_follow");
Group("tmr_vo");
Inherit("battle_chatter_template");
Stream("tmr_vo");
PlayInterval(40)
PlayIntervalDev(20)
SegmentList()
{
Segment("RICOM208", 1.0, 1.0, 0.0); // Lets go
Segment("RICOM211", 1.0, 1.0, 0.0); // Follow me
Segment("RICOM212", 1.0, 1.0, 0.0); // Come with me
Segment("RICOM423", 1.0, 1.0, 0.0); // I need cover fire
}
}
SoundStreamProperties() // unit disperse
{
Name("tmr_command_stopFollow");
Group("tmr_vo");
Inherit("battle_chatter_template");
Stream("tmr_vo");
PlayInterval(40)
PlayIntervalDev(20)
SegmentList()
{
Segment("RICOM207", 1.0, 1.0, 0.0); // Move out
Segment("RICOM213", 1.0, 1.0, 0.0); // Spread out
Segment("RICOM214", 1.0, 1.0, 0.0); // Disperse
Segment("RICOM219", 1.0, 1.0, 0.0); // Move out soldier
Segment("RICOM220", 1.0, 1.0, 0.0); // Move it soldier
Segment("RICOM421", 1.0, 1.0, 0.0); // Move Move Move
}
}
SoundStreamProperties() // exit vehicle
{
Name("tmr_command_getOut");
Group("tmr_vo");
Inherit("battle_chatter_template");
Stream("tmr_vo");
PlayInterval(40)
PlayIntervalDev(20)
SegmentList()
{
Segment("RICOM207", 1.0, 1.0, 0.0); // Move out
Segment("RICOM217", 1.0, 1.0, 0.0); // Go go go
Segment("RICOM218", 1.0, 1.0, 0.0); // All units deploy
Segment("RICOM234", 1.0, 1.0, 0.0); // Deploy troops
Segment("RICOM225", 1.0, 1.0, 0.0); // Bail out
Segment("RICOM226", 1.0, 1.0, 0.0); // Get out
Segment("RICOM233", 1.0, 1.0, 0.0); // Get out and provide cover
}
}
SoundStreamProperties() // vehicle position available
{
Name("tmr_command_getIn");
Group("tmr_vo");
Inherit("battle_chatter_template");
Stream("tmr_vo");
PlayInterval(40)
PlayIntervalDev(20)
SegmentList()
{
Segment("RICOM215", 1.0, 1.0, 0.0); // Mount up
Segment("RICOM216", 1.0, 1.0, 0.0); // Get in
Segment("RICOM223", 1.0, 1.0, 0.0); // Pile in
Segment("RICOM224", 1.0, 1.0, 0.0); // Get aboard
}
}
SoundStreamProperties() // vehicle stop
{
Name("tmr_command_stopVehicle");
Group("tmr_vo");
Inherit("battle_chatter_template");
Stream("tmr_vo");
PlayInterval(40)
PlayIntervalDev(20)
SegmentList()
{
Segment("RICOM221", 1.0, 1.0, 0.0); // All stop
Segment("RICOM222", 1.0, 1.0, 0.0); // Hold it steady
Segment("RICOM230", 1.0, 1.0, 0.0); // Stop the vehicle
}
}
SoundStreamProperties() // response yes
{
Name("tmr_response_yes");
Group("tmr_vo");
Inherit("battle_chatter_template");
Stream("tmr_vo");
PlayInterval(40)
PlayIntervalDev(20)
SegmentList()
{
Segment("RICOM202", 1.0, 1.0, 0.0); // Yes sir
Segment("RICOM203", 1.0, 1.0, 0.0); // Right away
Segment("RICOM204", 1.0, 1.0, 0.0); // Right away sir
}
}[/code]
Hidden/Spoiler:
[code]// ----- Republic Tactical VO -----
// Move out
streams\RICOM207.wav
// Lets go
streams\RICOM208.wav
// Hold your position
streams\RICOM209.wav
// Hold up
streams\RICOM210.wav
// Follow me
streams\RICOM211.wav
// Come with me
streams\RICOM212.wav
// Spread out
streams\RICOM213.wav
// Disperse
streams\RICOM214.wav
// Mount up
streams\RICOM215.wav
// Get in
streams\RICOM216.wav
// Go go go
streams\RICOM217.wav
// All units deploy
streams\RICOM218.wav
// Move out soldier
streams\RICOM219.wav
// Move it soldier
streams\RICOM220.wav
// All stop
streams\RICOM221.wav
// Hold it steady
streams\RICOM222.wav
// Pile in
streams\RICOM223.wav
// Get aboard
streams\RICOM224.wav
// Bail out
streams\RICOM225.wav
// Get out
streams\RICOM226.wav
// Move it driver
streams\RICOM227.wav
// Get us out of here
streams\RICOM228.wav
// stop the vehicle
streams\RICOM230.wav
// Get out and provide cover
streams\RICOM233.wav
// Deploy troops
streams\RICOM234.wav
// Move Move Move
streams\RICOM421.wav
// I need cover fire
streams\RICOM423.wav
// ----- Republic Tactical VO Reponses -----
// Yes sir
streams\RICOM202.wav
// Right away
streams\RICOM203.wav
// Right away sir
streams\RICOM204.wav
// Negative
streams\RICOM205.wav
// Negative sir
streams\RICOM206.wav
// I cant do that
streams\RICOM237.wav[/code]
// Move out
streams\RICOM207.wav
// Lets go
streams\RICOM208.wav
// Hold your position
streams\RICOM209.wav
// Hold up
streams\RICOM210.wav
// Follow me
streams\RICOM211.wav
// Come with me
streams\RICOM212.wav
// Spread out
streams\RICOM213.wav
// Disperse
streams\RICOM214.wav
// Mount up
streams\RICOM215.wav
// Get in
streams\RICOM216.wav
// Go go go
streams\RICOM217.wav
// All units deploy
streams\RICOM218.wav
// Move out soldier
streams\RICOM219.wav
// Move it soldier
streams\RICOM220.wav
// All stop
streams\RICOM221.wav
// Hold it steady
streams\RICOM222.wav
// Pile in
streams\RICOM223.wav
// Get aboard
streams\RICOM224.wav
// Bail out
streams\RICOM225.wav
// Get out
streams\RICOM226.wav
// Move it driver
streams\RICOM227.wav
// Get us out of here
streams\RICOM228.wav
// stop the vehicle
streams\RICOM230.wav
// Get out and provide cover
streams\RICOM233.wav
// Deploy troops
streams\RICOM234.wav
// Move Move Move
streams\RICOM421.wav
// I need cover fire
streams\RICOM423.wav
// ----- Republic Tactical VO Reponses -----
// Yes sir
streams\RICOM202.wav
// Right away
streams\RICOM203.wav
// Right away sir
streams\RICOM204.wav
// Negative
streams\RICOM205.wav
// Negative sir
streams\RICOM206.wav
// I cant do that
streams\RICOM237.wav[/code]
tircw.req:
Hidden/Spoiler:
[code]ucft
{
REQN
{
"bnk"
"align=2048"
"tircw"
}
REQN
{
"config"
"tmr_unit_vo"
}
}[/code]
{
REQN
{
"bnk"
"align=2048"
"tircw"
}
REQN
{
"config"
"tmr_unit_vo"
}
}[/code]
Hidden/Spoiler:
[code]ucft
{
REQN
{
"str"
"align=2048"
"tir"
}
REQN
{
"lvl"
"tircw"
}
}[/code]
{
REQN
{
"str"
"align=2048"
"tir"
}
REQN
{
"lvl"
"tircw"
}
}[/code]
Hidden/Spoiler:
[code]ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:sound\\tir.lvl;tircw")[/code]
ReadDataFile("dc:sound\\tir.lvl;tircw")[/code]
Hidden/Spoiler:
[code]OpenAudioStream("dc:sound\\tir.lvl", "tmr_vo")[/code]
Hidden/Spoiler:
[code][GameObjectClass]
// Base class for all rep soldiers, inherits from com_inf_default
ClassParent = "com_inf_default"
GeometryName = "rep_inf_trooper.msh"
[Properties]
// Mostly sound and general VO in this file
HurtSound = "rep_inf_com_chatter_wound"
DeathSound = "rep_inf_com_chatter_death"
DamageRegionSound = "repmalechoke"
//AcquiredTargetSound = "rep_inf_com_chatter_acquired"
//HidingSound = "rep_inf_com_chatter_hide"
//ApproachingTargetSound = "rep_inf_com_chatter_approach"
//FleeSound = "rep_inf_com_chatter_flee"
//PreparingForDamageSound = "rep1_inf_chatter_PreparingForDamageSound"
//Charge = "rep1_inf_chatter_Charge"
//HeardEnemySound = "rep_inf_com_chatter_heard"
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
LowHealthSound = ""
//LowHealthThreshold = ".25"
FoleyFXClass = "rep_inf_trooper"
VOSound = "tmr_command_follow SC_Follow"
VOSound = "tmr_command_stopFollow SC_StopFollow"
VOSound = "tmr_command_stopVehicle SC_VehicleWaitUp"
VOSound = "tmr_command_getIn SC_GetIn"
VOSound = "tmr_command_getOut SC_GetOut"
VOSound = "tmr_response_yes SC_FollowResponse"
VOSound = "tmr_response_yes SC_StopFollowResponse"
VOSound = "tmr_response_yes SC_VehicleWaitUpResponse"
VOSound = "tmr_response_yes SC_GetInResponse"
VOSound = "tmr_response_yes SC_GetOutResponse"
VOSound = "rep1_inf_pc_com_hostile SpottedVO"
VOSound = "rep1_inf_pc_com_bacta NeedMedicVO"
VOSound = "rep1_inf_pc_com_mechanic NeedRepairVO"
VOSound = "rep1_inf_pc_com_ammo NeedAmmoVO"
VOSound = "rep1_inf_pc_com_transport NeedPickupVO"
VOSound = "rep1_inf_pc_com_backup NeedBackupVO"
VOSound = "rep1_inf_pc_com_clear_area AttackPositionVO"
VOSound = "rep1_inf_pc_com_defend DefendPositionVO"
VOSound = "rep1_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "rep1_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "rep1_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "rep1_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "rep1_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "rep1_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "rep1_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "rep1_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"
VOSound = "rep1_inf_chatter_AcquiredTarget_Above_VOUnitNum41 AcquiredTarget +Above +VOUnitNum41"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum41 AcquiredTarget +VOUnitNum41"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum42 AcquiredTarget +VOUnitNum42"
VOSound = "rep1_inf_chatter_AcquiredTarget_left AcquiredTarget +left"
VOSound = "rep1_inf_chatter_AcquiredTarget_right AcquiredTarget +right"
VOSound = "rep1_inf_chatter_NotShootingCriticalHit_VOUnitNum49 NotShootingCriticalHit +VOUnitNum49"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum49 AcquiredTarget +VOUnitNum49"
VOSound = "rep1_inf_chatter_NotShootingCriticalHit_VOUnitNum51 NotShootingCriticalHit +VOUnitNum51"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum51 AcquiredTarget +VOUnitNum51"
VOSound = "rep1_inf_chatter_NearbyEnemySlaughter NearbyEnemySlaughter"
VOSound = "rep1_inf_chatter_NearbyFriendlySlaughter NearbyFriendlySlaughter"
VOSound = "rep1_inf_chatter_KillingSpree4 KillingSpree4"
VOSound = "rep1_inf_chatter_KillingSpree8 KillingSpree8"
VOSound = "rep1_inf_chatter_HeadshotKill HeadshotKill"
VOSound = "tmr_inf_chatter_Grenade Grenade"[/code]
// Base class for all rep soldiers, inherits from com_inf_default
ClassParent = "com_inf_default"
GeometryName = "rep_inf_trooper.msh"
[Properties]
// Mostly sound and general VO in this file
HurtSound = "rep_inf_com_chatter_wound"
DeathSound = "rep_inf_com_chatter_death"
DamageRegionSound = "repmalechoke"
//AcquiredTargetSound = "rep_inf_com_chatter_acquired"
//HidingSound = "rep_inf_com_chatter_hide"
//ApproachingTargetSound = "rep_inf_com_chatter_approach"
//FleeSound = "rep_inf_com_chatter_flee"
//PreparingForDamageSound = "rep1_inf_chatter_PreparingForDamageSound"
//Charge = "rep1_inf_chatter_Charge"
//HeardEnemySound = "rep_inf_com_chatter_heard"
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
LowHealthSound = ""
//LowHealthThreshold = ".25"
FoleyFXClass = "rep_inf_trooper"
VOSound = "tmr_command_follow SC_Follow"
VOSound = "tmr_command_stopFollow SC_StopFollow"
VOSound = "tmr_command_stopVehicle SC_VehicleWaitUp"
VOSound = "tmr_command_getIn SC_GetIn"
VOSound = "tmr_command_getOut SC_GetOut"
VOSound = "tmr_response_yes SC_FollowResponse"
VOSound = "tmr_response_yes SC_StopFollowResponse"
VOSound = "tmr_response_yes SC_VehicleWaitUpResponse"
VOSound = "tmr_response_yes SC_GetInResponse"
VOSound = "tmr_response_yes SC_GetOutResponse"
VOSound = "rep1_inf_pc_com_hostile SpottedVO"
VOSound = "rep1_inf_pc_com_bacta NeedMedicVO"
VOSound = "rep1_inf_pc_com_mechanic NeedRepairVO"
VOSound = "rep1_inf_pc_com_ammo NeedAmmoVO"
VOSound = "rep1_inf_pc_com_transport NeedPickupVO"
VOSound = "rep1_inf_pc_com_backup NeedBackupVO"
VOSound = "rep1_inf_pc_com_clear_area AttackPositionVO"
VOSound = "rep1_inf_pc_com_defend DefendPositionVO"
VOSound = "rep1_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "rep1_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "rep1_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "rep1_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "rep1_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "rep1_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "rep1_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "rep1_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"
VOSound = "rep1_inf_chatter_AcquiredTarget_Above_VOUnitNum41 AcquiredTarget +Above +VOUnitNum41"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum41 AcquiredTarget +VOUnitNum41"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum42 AcquiredTarget +VOUnitNum42"
VOSound = "rep1_inf_chatter_AcquiredTarget_left AcquiredTarget +left"
VOSound = "rep1_inf_chatter_AcquiredTarget_right AcquiredTarget +right"
VOSound = "rep1_inf_chatter_NotShootingCriticalHit_VOUnitNum49 NotShootingCriticalHit +VOUnitNum49"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum49 AcquiredTarget +VOUnitNum49"
VOSound = "rep1_inf_chatter_NotShootingCriticalHit_VOUnitNum51 NotShootingCriticalHit +VOUnitNum51"
VOSound = "rep1_inf_chatter_AcquiredTarget_VOUnitNum51 AcquiredTarget +VOUnitNum51"
VOSound = "rep1_inf_chatter_NearbyEnemySlaughter NearbyEnemySlaughter"
VOSound = "rep1_inf_chatter_NearbyFriendlySlaughter NearbyFriendlySlaughter"
VOSound = "rep1_inf_chatter_KillingSpree4 KillingSpree4"
VOSound = "rep1_inf_chatter_KillingSpree8 KillingSpree8"
VOSound = "rep1_inf_chatter_HeadshotKill HeadshotKill"
VOSound = "tmr_inf_chatter_Grenade Grenade"[/code]
Code: Select all
tags! Silly me, should be much more legible now.