To the first point, that would be as easy as adding it to the server's talker file for Rochelle, if you want it on the intro that is.
It's probably not that easy. If these recorded lines are not in the game_sounds_producer.txt they can't be used in game. (just filter for bitrate.. if the bitrate of your particular .wav is 705kbit/s it's not in the game_sounds file) And this game_sounds file cannot be altered via VPK addons. (That is also the reason the modified talker plugin cannot make use of ~35% of the recorded lines because they are simply not in the the survivors respective game_sounds file) and it's included in the pak01. Alterering this vpk means you have to set your sv_consistency 0 to allow people to join. (or they end up with a consistency error)
regarding the melee swing sounds of coach if ANY survivor swings an axe.. yes.. that's problem with the mdl file. But i think they intended to remove melee swing sounds on purpose as it's getting tedious to hear them after every swing.. and not all survivors have that nice recorded swing sounds anyway.
A valve employee posted they fixed the AXE issue.. but i think they never did. let me see if i can still find the link... https://github.com/ValveSoftware/Sou...es/issues/1380
Also, when I have some more free time, I need to give this plugin a small rewrite in some form as I feel that as of this new version that the code is a little bit hard on the eyes
Edit : I'll look into Rochelle's lines and the melee grunt sounds, as I'm almsot 100% sure that a .vcd files must exist for them, meaning that scene processor should be able to implement them and force them to be used.
Edit 2 : Yep, Rochelle's Crescent City line works perfectly fine with scene processor;
Bazrael deserves a ton of credit too, as he was the architect behind the L4D2 Modified Talker, which fixes many of the problems with the talkers in the game.
Add in DeathChaos plugin fixes and Mr. Zero for scene processor, and you have a lot of the stuff fixed up.
Hopefully melee swings can be added to that, but who knows.
Bazrael deserves a ton of credit too, as he was the architect behind the L4D2 Modified Talker, which fixes many of the problems with the talkers in the game.
Add in DeathChaos plugin fixes and Mr. Zero for scene processor, and you have a lot of the stuff fixed up.
Hopefully melee swings can be added to that, but who knows.
Well, this is mostly because I only recently just started learning how to code.
I've been playing L4D since release, but on the Xbox 360.
The same was for L4D2 until about a year ago when I decided to buy it off of steam.
Then I started college about a year ago, started poking around with Sourcemod, and not too long ago started experimenting with SourcePawn, and the rest is history.
I actually coded a plugin to fix the MeleeSwing Sounds, but for some reason, the vcd files don't actually work, here's the code for it,
public Plugin:myinfo =
{
name = PLUGIN_NAME,
author = "DeathChaos25",
description = "Implements Valve's unused combat grunts for melee weapons whenever survivors use melee weapons (not chainsaw) based on a (customizable) chance",
version = PLUGIN_VERSION,
}
public OnPluginStart()
{
HookEvent("weapon_fire", Event_WeaponUsed)
HookEvent("infected_decapitated", Event_HeadShot)
new Handle:CombatGruntChance = CreateConVar("combat_grunt_chance", "75", "Chance out of 100 (i.e 25 for 25% chance) that a survivor will vocalize their combat grunts when using their melee weapon", FCVAR_PLUGIN, true, 1.0, true, 100.0)
HookConVarChange(CombatGruntChance, ConVarCombatGrunt)
g_iCombatGruntChance = GetConVarInt(CombatGruntChance)
new Handle:EllisCommentChance = CreateConVar("ellis_comment_chance", "75", "Chance out of 100 (i.e 25 for 25% chance) that a Ellis will make a comment when beheading a common infected with a melee weapon", FCVAR_PLUGIN, true, 1.0, true, 100.0)
HookConVarChange(EllisCommentChance, ConVarEllisComment)
g_iEllisCommentChance = GetConVarInt(EllisCommentChance)
The plugin even implemented Ellis' lines where he comments after beheading a common, like, "Man, that zombie was too tall, I fixed 'im", alongside customizable cvars for the percentage chance of both the grunts and Ellis' comments, etc...
But since the vcd files don't actually work, well, we can't get anywhere.
I was poking around the offsets, and I found these particular 3 offsets,
Another problem you can try to fix is "ConceptPlayerDeath". Actually this talker concept is workable but I think it was cancalled after game formally released.
PHP Code:
sm_cvar survivor_death_anims 1 //default:0
If you put this cvar into your server.cfg and kill survivors, you can see their "dying animation" with DEATH SCREAMING. But survivor will keep dying animation again and again.