Garry's Mod

Garry's Mod

TFA-VOX Extra Callouts
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Update: 22 Jun, 2023 @ 7:59am

- Fixed having no weapon causing the melee module to spew errors

- Fixed specific pickup causing errors on playermodels with no pickupcallouts table

Update: 21 Jun, 2023 @ 4:53am

- Finally added in melee callouts

Callouts are triggered by certain player animations, specifically the melee-oriented ones. Any weapon that uses these animations (should primarily only be melee weapons) triggers a callout whenever the players model plays said animation.

There is also a fallback method that relies on weapon hold type and performing a primary attack. This is less reliable, but should allow for functionality with all melee-type weapons.

Also features separate callouts for each type of melee: One-handed (Crowbar, stunstick), two-handed (Custom weapons), fists (self-explanatory) and knife (again, self-explanatory)

Update: 21 Jun, 2023 @ 2:29am

- Grenade throw now uses a better function to trigger callouts

Update: 18 Jun, 2023 @ 4:48am

- A loose 'f' caused idle breathing to not function >:(

Update: 16 Jun, 2023 @ 7:47am

- Fixed not having a weapon causing the takedown module to go apeshit

Update: 16 Jun, 2023 @ 7:26am

- Minor changes

Update: 15 Jun, 2023 @ 7:37am

- Added several new callouts:

Idle breathing and chatter

- Idle breathing triggers constantly, though at the lowest priority
- Idle chatter triggers on a random delay when the player is not within combat

Attacking

- When an enemy NPC is visible, firing a weapon will trigger a combat callout
- Should an enemy NPC exit line of sight whilst performing a certain action (Fleeing, or hiding to reload) trigger a callout. (This avoids having the callout trigger anytime the player intentionally loses line of sight [I.e. going behind cover])

Healing

- Using the GMod Med Kit to heal teammates triggers a callout
- If they are slightly out of range, trigger a separate callout to mention the healing attempt
- Using the med kit on yourself triggers a separate callout

Callouts only trigger if used on teammates/friendly NPC's, and the target is below max health

Takedowns

- Performing takedowns using the BSMod killmoves or MWII Takedown system triggers a callout
- One for the player performing the takedown, and another for the player being takedowned

Update: 24 May, 2023 @ 3:01am

-Dying midair no longer triggers a landing grunt upon respawn

Update: 23 May, 2023 @ 3:52am

-Added spotting items/weapons/ammo

Spotting a Health Kit/Charger, Health Vial, Armor Battery/Suit Charger, Ammo or a Weapon triggers a unique callout.

Weapons have two options; Ammo based, or generic.

Ammo based triggers a callout based on the primary ammo of the weapon.

However, if the ammo is not base HL2, or the sound table for the callout does not exist then the callout will revert to generic.

Spotting an item will also apply a halo around the item that is visible through walls. Weapons and ammo get a yellow halo, armor batteries and suit chargers a blue one and health kits/vials/chargers a green one.

There is also an option to make the halos only visible to players on the same team. I don't know why I added this, but I suppose it might have some purpose.

Update: 20 May, 2023 @ 2:45am

-Added landing grunt

If the player remains off the ground for a set amount of time, trigger a landing grunt callout

-Added barnacle grab

Getting grabbed by a barnacle triggers an initial callout, then continues to play callouts