Garry's Mod

Garry's Mod

TFA-VOX Extra Callouts - Damage Types
44 Comments
Kysterable 9 Nov, 2024 @ 7:39am 
is this? MOUN DEU! XP
Jonathan 8 May, 2024 @ 4:00pm 
Am I integrating these callouts correctly? I feel like I can't get some of them to work.
Callsign_Ewok 31 Jan, 2024 @ 2:19am 
Anyone know any vox packs that can and are utilising this?
Chip 24 Dec, 2023 @ 12:35pm 
I do believe I'm on fire.

Excellent.
Raptor_Killer 01 13 Oct, 2023 @ 3:29pm 
Wait... updated already???
Wow, thanks!
Raptor_Killer 01 13 Oct, 2023 @ 10:53am 
Yeah that would be nice!
Triggering only one type of callout instead of all toghether should resolve a big part of it...

About the 'low_health' function, i understand it's a base part of tfa vox so i'll come up with something else...
Anyway, thank you for your response :steamthumbsup:
Sergeant Pan  [author] 13 Oct, 2023 @ 10:46am 
@Raptor_Killer 01

That's mostly an issue with how the code works. I could just change the code a little to make sure only one type of callout triggers at once. I can't do much about the low health as it's a base module.
Raptor_Killer 01 13 Oct, 2023 @ 8:46am 
Ok, so... i have this strange problem that i encountered...
Basically i intended to feature almost every damage type in a vox pack i'm making, and i noticed that for some reason, poison headcrabs are detected both as slash and poison damage when they hit you, that results in the poison damage vocalisation triggering but being cut away instantly by the slash damage type...
Also, since poison headcrabs instantly bring you to 1 HP, it also triggers the 'Low_Health' vocalisation, cutting the voicelines even more...
Sergeant Pan  [author] 13 May, 2023 @ 8:19am 
@MLGLuigi Gamer

The feature you asked for is now included in my other addon.
Greenstranger500 7 May, 2023 @ 2:01pm 
yeah that's kind of what I was looking for.
Sergeant Pan  [author] 7 May, 2023 @ 1:23am 
@LMGLuigi Gamer

If by sprinting you mean "out of breath from running" then that'd be rather easy to do.
Greenstranger500 6 May, 2023 @ 11:47pm 
I was wondering if you plan on making a sprinting callout type, because if you are that'd be cool!
Dipshit Billy 26 Mar, 2023 @ 1:07pm 
Somehow now it works perfectly.. leave it to the code to fix itself huh :D
Unless you somehow fixed the problem in which case good work!
Sergeant Pan  [author] 25 Mar, 2023 @ 1:10pm 
@VadimBLYAT

The default HL2 sound for taking fire damage causes TFA-VOX sounds (using TFAVOX_GenerateSound) to cut out, but during testing I found out the sound.add method doesn't suffer this issue.

I have no idea why this is, and why fire damage is the only damage type with this issue. This is just a workaround to make sure the sound plays out fully, rather than cutting out halfway.

For every other type of damage, just copy-paste the example table and replace the prefix (shk) with any of the options listed below it.
Dipshit Billy 25 Mar, 2023 @ 11:19am 
Question, I'm making a vox pack and would liek to use this module. I checked the screenshots you provided and am wondering if sound.add is actually necessary, I created a couple other vox packs (private for now) and never used sound.add and they work perfectly. Is thsi a specific thing for this module to work? Also do I have to do anyhting extra or just add the table example for specific callouts?

Thanks!
Sergeant Pan  [author] 23 Mar, 2023 @ 3:00pm 
@VadimBLYAT

I still believe it's something conflicting with the addon. With everything else uninstalled (and only the VOX base and pack installed) the addon runs without issue, meaning something else is the cause of the issue.

What that is, I honestly can't say. There could be a myriad of reasons for why this is happening, but as it is there isn't much I can do to help.
Dipshit Billy 23 Mar, 2023 @ 12:01pm 
I verified the files, changed the beta version from x64 chromium to normal. The only addons I have enabled are this addon, the TF2 vox pack that you used in your video demonstration and of course TFA-VOX. It still won't work.
[TFA-VOX Extra Callouts - Damage Types] lua/tfa_vox/modules/paincallouts.lua:251: attempt to index field 'damage' (a nil value)
1. b - lua/tfa_vox/modules/paincallouts.lua:251
2. v - RunString(Ex):8
3. unknown - lua/includes/modules/hook.lua:96
Sergeant Pan  [author] 19 Mar, 2023 @ 3:16am 
@VadimBLYAT

That line of code retrieves the players character model, so that the appropriate VOX Pack can be triggered. I'm not sure how or why it would be causing errors.

I can only think of conflicting addons as the reason. I can't really fix this, as it isn't necessarily an issue with my addon.
Dipshit Billy 19 Mar, 2023 @ 2:26am 
[TFA-VOX Extra Callouts - Damage Types] lua/tfa_vox/modules/paincallouts.lua:175: attempt to call global 'TFAVOX_GetPack' (a nil value)
1. b - lua/tfa_vox/modules/paincallouts.lua:175
2. v - RunString(Ex):8
3. Call - lua/includes/modules/hook.lua:96
4. TFAVOX_Init - lua/tfa_vox/framework/tfa_vox_global_functions.lua:364
5. v - lua/tfa_vox/framework/tfa_vox_base_hooks.lua:23
6. unknown - lua/includes/modules/hook.lua:96

I'm using NextKuromeThe76Soldier's vox reupload. Tried the legit one from yuranzz and nothing changed. Actually, with the legit one I got even more errors. I tried disabling all my vox packs and still get this error. I saw that you already answered to a similar error saying that it works on your end, I think that is a really common occurence with programming tho don't you think? "Works on my device" but not on someone else's for god knows why :D
Sergeant Pan  [author] 9 Feb, 2023 @ 10:58pm 
@That1Doggo

PostEntityTakeDamage() [wiki.facepunch.com] triggers every time the player takes damage, then using IsDamageType() [wiki.facepunch.com] I can check which type of damage the player is taking.

After that, the code triggers the appropriate callout based on the type of damage the player has received.
Lobo 9 Feb, 2023 @ 8:30pm 
i am creating a death sound addon that doesn't use tfa vox, i wanted to add a similar feature like this a long time ago, but could never figure it out, how were you able to get this to work?
Sergeant Pan  [author] 5 Feb, 2023 @ 10:29am 
@Craft_Pig

Everything works perfectly for me so it's something on your end. There's not much I can do to help here.

If only the new damage types don't work then it might be a failed update. Otherwise the only options left are conflicting addons or a typo in the pack.
Craft_Pig 5 Feb, 2023 @ 10:08am 
@Sergeant Pan

I did set the artificial delay to zero, set the chance for it to be played to 100% and yet it did not work. Only the triggers before the update functioned properly. I removed all the bodyhitgroup and generic triggers, on my second attempt, and still has the same effect.
asukalangley 5 Feb, 2023 @ 8:34am 
do you do vox requests
VinierAardvark1 5 Feb, 2023 @ 4:33am 
Yep, found the problem. It was VIVO Health Overhaul that stopped the voice lines from triggering
VinierAardvark1 5 Feb, 2023 @ 2:45am 
@YuRaNnNzZZ I did partway through testing, although the edited one has some quality of life changes that I do enjoy.

@Sergeant Pan I did the classic uninstall-every-mod trick and it works with the bare essentials, I'll start combing through and find what breaks it.
Sergeant Pan  [author] 5 Feb, 2023 @ 12:52am 
@Craft_Pig

The addon is working as intended on my end. The generic pain sounds might be because of the artificial delay preventing the sounds from triggering. It's an intentional mechanic to allow callouts from regular damage and this addon.

If you only want damage type callouts to trigger set artificial delay to 0 in the config menu.
Craft_Pig 4 Feb, 2023 @ 3:08pm 
All of the new triggers do not work, old ones function perfectly fine. They play the generic pain sounds.
Sergeant Pan  [author] 3 Feb, 2023 @ 11:09pm 
@YuRaNnNzZZ

I'm already using priority 5, but the cutoff still occurs. It seems all sounds made by the VOX are cut off by fire damage, but for whatever reason every other type of damage (radiation, acid, shock) doesn't have this issue.
Neosun 3 Feb, 2023 @ 9:48pm 
oh, wonderful.
Now I have to record voicelines for this, too.
Tom Aero 2's gonna be painful on my vocal chords this year 😅
YuRaNnNzZZ 3 Feb, 2023 @ 2:44pm 
sounds generated by TFAVOX_GenerateSound are cutting out because they're using CHAN_VOICE (which does cut off all sounds on the same channel for same entity)
to prevent cutting off with those i'd suggest putting a higher priority (third argument for TFAVOX_PlayVoicePriority), something between 5 to 9 (4 is pain sound, 10 is critical hit sound)
YuRaNnNzZZ 3 Feb, 2023 @ 6:09am 
@VinierAardvark1 maybe it's a good idea to use the version linked in required files and not the other one?
Sergeant Pan  [author] 3 Feb, 2023 @ 3:08am 
@VinierAardvark1

Downloaded the pack and everything works out of the box. Check your settings in the TFA-VOX GUI to make sure everything is enabled.
VinierAardvark1 3 Feb, 2023 @ 3:02am 
Putting the file on dropbox, link will be on my profile
Sergeant Pan  [author] 3 Feb, 2023 @ 1:50am 
@VinierAardvark1

Rollermines trigger shkdamage, any source of fire triggers incdamage, antlion workers trigger acddamage.
VinierAardvark1 3 Feb, 2023 @ 1:21am 
May I ask what it is you use to test the shock and fire damage types? Because spawning rollermines and using ulx ignite doesn't seem to cut it...
Sergeant Pan  [author] 3 Feb, 2023 @ 12:53am 
@VinierAardvark1

I just tested the Suppressor pack on your workshop and the shkdamage callout works as intended.

The only other thing is if you're editing the pack in-game, you have to refresh the modules and the VOX pack (unless you're already doing that.)

If all else fails you could upload the file somewhere and I can take a look for myself.
VinierAardvark1 3 Feb, 2023 @ 12:35am 
Nope. Not even that is working.
Sergeant Pan  [author] 3 Feb, 2023 @ 12:22am 
@VinierAardvark1

https://imgur.com/a/tsZ02Ys

Here is an example from my TF2 pack. 'acddamage' is the one you should replicate.
VinierAardvark1 3 Feb, 2023 @ 12:12am 
So I've found that trying to use NextKuromeThe76Soldier's version broke this mod. Now, I just can't get the damage type callouts to work. They're set up as shown in the description example, too.
Sergeant Pan  [author] 2 Feb, 2023 @ 11:42pm 
@VinierAardvark1

I'm not seeing any errors on my end. Though from the error it seems as if the TFA-VOX Base didn't initialize properly, meaning the prerequisite variable was not created, resulting in the error. Try disabling some addons, it might be an unexpected conflict or something.
VinierAardvark1 2 Feb, 2023 @ 11:31pm 
[TFA-VOX Extra Callouts - Damage Types] lua/tfa_vox/modules/paincallouts.lua:175: attempt to call global 'TFAVOX_GetPack' (a nil value)
1. b - lua/tfa_vox/modules/paincallouts.lua:175
2. fn - RunString(Ex):8
3. Call - lua/ulib/shared/hook.lua:109
4. TFAVOX_Init - lua/tfa_vox/framework/tfa_vox_global_functions.lua:364
5. fn - lua/tfa_vox/framework/tfa_vox_base_hooks.lua:23
6. unknown - lua/ulib/shared/hook.lua:109
Been getting this after the recent update, when trying to change packs on models using the enhanced playermodel selector
VinierAardvark1 1 Feb, 2023 @ 11:27pm 
Turns off everything in the gui panel every time when loading into singleplayer, and the mod doesn't even work with everything on.
Craft_Pig 29 Jan, 2023 @ 3:31pm 
Bruh tysm, was looking for a vox addon that has a fire damage trigger.

Suggestions:
- trigger for dmg types like: crush, explosion and slash.

- grenade callouts for your other addon should trigger by simply having los with them (pinging them has to be pinpoint accurate and is annoying).

- trigger that just randomly plays at some point.