Garry's Mod

Garry's Mod

TFA-VOX Extra Callouts
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Update: 11 Feb, 2024 @ 12:27pm

- Added support for the Hard Landing addon

I would've released this earlier but I had trouble with the animations not working.

Update: 12 Jan, 2024 @ 1:07am

- Running return end inside functions is probably bad form

Hopefully fixes other addons breaking without breaking this one

Update: 11 Jan, 2024 @ 4:40am

- Added new callouts:

- Re-added the Taunt/Shoot Enemy Corpse and Mourn Ally callouts. Hopefully error-free this time

Pressing the +USE key on a dead corpse triggers a callout depending on if the corpse belongs to an enemy or ally (NPC ragdolls can be a little funky if said NPC is hostile to one player and friendly to another.)

Shooting a hostile corpse will also trigger a callout.

Includes an override system that automatically makes certain HL2 ragdolls Friendly/Hostile.

ReAgdoll and Zippy's Active Ragdolls should work without issue, but addons that replace the death ragdoll may break functionality.

- Added Player Banter callouts

Two players that remain in proximity for a certain period of time will randomly start bantering. One player will initiate the banter with a callout, the second will respond with another callout, and the first player will end it with a third one.

Delays are based on the duration of the sound file.

Only works if both players have the appropriate callouts available. Includes settings for visibility, range and the random delay between each banter.

Update: 4 Jan, 2024 @ 11:51pm

- Fixed melee callouts triggering whenever the Apex Hands SWEP is equipped

Update: 4 Jan, 2024 @ 12:24am

- Apex Hands SWEP now always triggers the melee attack callout

I could've done this earlier but I've been playing the hell out of STALKER Anomaly really lazy lately.

Update: 23 Dec, 2023 @ 1:36am

- Updated Grenade Throw callouts

Supports more grenade types now:

Frag, Flash, Smoke and Incendiary each have their own tables (with a generic fallback)

Currently supports grenades from ArcCW CS:GO Grenades, ArcCW Titanfall Grenades, Arc9 EFT Grenades and generic HL2 Grenade (and more can be added if requested)

Now also supports using the weapon class as a callout (similar to how Murder callouts work)

Triggers whenever the Attack1/Attack2 buttons are released

- Added two new modules that interact with the Fallout 3/NV Perks Cannibal Perk.

6 separate callouts for reacting to Players devouring corpses using the Cannibal, Ghastly Scavenger or Tribal Wisdom Perks. Includes disgust and joy variants. Disgust triggers when the Player reacting does not have the Perk, and Joy triggers when they do.

1 for using the aforementioned Perks to devour corpses

Update: 14 Dec, 2023 @ 12:24am

- Fixed Turrets causing errors when knocked over

Update: 24 Sep, 2023 @ 5:22am

- Major update, featuring several changes and new callouts

General changes:

- Updated several module descriptions

Attacking:

- Now triggers with enemy Players
- Players do not support the hide callout. It doesn't really work and I really can't be bothered to figure out a way to make it work properly

Healing:

- Callout only triggers for friendly Players/NPCs
- While a hostile Player/NPC is within range, trigger a rushed heal callout instead

Enemy Grenade:

- Grenades thrown by friendly Players/NPCs have a short delay before triggering the callout
- This is to prevent the grenades of allies from triggering the callout every time a grenade is thrown

Idle Chatter:

- Visible enemy Players now prevent the callout from triggering
- Being in combat (as determined by the attacking module) now stops idle chatter

Roadkill:

- Added a "Generic" roadkill callout for killing NPCs that are neither hostile or friendly towards the player
- Reverts to the "Roadkill" callout if none is set
- Fixed Friendly NPC roadkills not triggering the proper callout
- Added Friendly Roadkill callouts for roadkilling friendly Players

Friendly Killed (previously Friendly Death):

- When multiple players are present, a Player is chosen at random to react instead of having the same Player always react
- Added a short delay to callouts (can be changed in settings)
- Added an additional callout for enemies killed by snipers or weapons that use sniper/xbow bolt ammo
- Players/NPCs killed by vehicles trigger the appropriate callout based on who is driving

Friendly Fire:

- Now triggers on vehicle-based damage aswell

Restored the "Compliment Ally" Callout:

- Apparently I had removed this at some point without realizing
- Has additional support for killstreak and multikill callouts
- Multiple settings
- Also picks a random player akin to Friendly Killed

Added several new callouts:

"Grenade Warn" Callout:
- Triggers a callout when an active grenade lands near a friendly Player/NPC
- Grenades thrown by allies have a slight delay to prevent the callout from triggering whenever a friendly Player/NPC throws a grenade
- Callouts are overridden by the "Enemy Grenade" callout

"Overwhelmed" Callout:
- When multiple enemies are in proximity, trigger an Overwhelmed callout
- Number of enemies must exceed the value threshold for callout as determined by settings
- Nearby friendly Players/NPCs raise this threshold
- Larger enemies increase the enemy value more (only works for HL2 NPCs)

"Multikill" Callout
- Killing multiple enemies at once triggers a callout
- Threshold for the amount of kills required can be changed

"Killstreak" Callout
- Killing multiple enemies in a row triggers a callout
- Increasing amounts of kills increase the intensity of the callout
- Has three varieties of intensity (Low, Medium and High)
- Intensity will begin to decay after a short period of time if the Player stops killing enemies (adjustable in settings)
- Delay before intensity loss and loss/second can be increased/decreased in settings

"Vehicle Collision" Callout
- Colliding with the world or physics objects with a mass greater than the vehicle triggers a callout
- Has a short delay to allow damage callouts to trigger first
- Vehicle has to be above the speed threshold and the object must be above ground level for the callout to trigger
- Since vehicles have trouble recognizing the ground, this can be a little dodgy when it comes to small inclines and bumps in the road
- Separate callouts for colliding with other vehicles as well

The vast majority of these changes have been tested in local multiplayer and should work without issue, but given the large quantity of changes it's plausible I missed something.

If there are errors, do post them in the comments. I will try to fix them ASAP.

Update: 13 Sep, 2023 @ 7:00am

- Added options to toggle the submerge/emerge callouts individually

Update: 13 Sep, 2023 @ 6:51am

- Added submerge/emerge callouts

A Player that fully submerges themselves in water triggers a callout
Emerging from water, either partially or fully will also trigger a callout