In the game files, there are unused VOX lines for Office Complex that have apparently been “dummied out” from Black Mesa. However, they can be re-added.
Could someone mod back in the VOX sounds for Office Complex? I’d do so, but my computer can’t handle compiling large maps.
If anyone wants to do this, first go into scripts/game_sounds_announcement and add these lines right before the “C1A3 WGH” header:
//----------------------------------------------------------------------------
//c1a2 OC
//----------------------------------------------------------------------------
“C1A2_00”
{
“channel” “CHAN_STREAM”
“volume” “1”
“pitch” “100”
“soundlevel” “SNDLVL_130dB”
“attenuation” “1”
“wave” “vox_overhead/C1A2_00.wav”
}
“C1A2_01”
{
“channel” “CHAN_STREAM”
“volume” “1”
“pitch” “100”
“soundlevel” “SNDLVL_130dB”
“attenuation” “1”
“wave” “vox_overhead/C1A2_01.wav”
}
“C1A2_02”
{
“channel” “CHAN_STREAM”
“volume” “1”
“pitch” “100”
“soundlevel” “SNDLVL_130dB”
“attenuation” “1”
“wave” “vox_overhead/C1A2_02.wav”
}
“C1A2_03”
{
“channel” “CHAN_STREAM”
“volume” “1”
“pitch” “100”
“soundlevel” “SNDLVL_130dB”
“attenuation” “1”
“wave” “vox_overhead/C1A2_03.wav”
}
“C1A2_04”
{
“channel” “CHAN_STREAM”
“volume” “1”
“pitch” “100”
“soundlevel” “SNDLVL_130dB”
“attenuation” “1”
“wave” “vox_overhead/C1A2_04.wav”
}
“C1A2_05”
{
“channel” “CHAN_STREAM”
“volume” “1”
“pitch” “100”
“soundlevel” “SNDLVL_130dB”
“attenuation” “1”
“wave” “vox_overhead/C1A2_05.wav”
}
“C1A2_06”
{
“channel” “CHAN_STREAM”
“volume” “1”
“pitch” “100”
“soundlevel” “SNDLVL_130dB”
“attenuation” “1”
“wave” “vox_overhead/C1A2_06.wav”
}
“C1A2_07”
{
“channel” “CHAN_STREAM”
“volume” “1”
“pitch” “100”
“soundlevel” “SNDLVL_130dB”
“attenuation” “1”
“wave” “vox_overhead/C1A2_07.wav”
}
“C1A2_08”
{
“channel” “CHAN_STREAM”
“volume” “1”
“pitch” “100”
“soundlevel” “SNDLVL_130dB”
“attenuation” “1”
“wave” “vox_overhead/C1A2_08.wav”
}
“C1A2_09”
{
“channel” “CHAN_STREAM”
“volume” “1”
“pitch” “100”
“soundlevel” “SNDLVL_130dB”
“attenuation” “1”
“wave” “vox_overhead/C1A2_09.wav”
}
“C1A2_10”
{
“channel” “CHAN_STREAM”
“volume” “1”
“pitch” “100”
“soundlevel” “SNDLVL_130dB”
“attenuation” “1”
“wave” “vox_overhead/C1A2_10.wav”
}
“C1A2_11”
{
“channel” “CHAN_STREAM”
“volume” “1”
“pitch” “100”
“soundlevel” “SNDLVL_130dB”
“attenuation” “1”
“wave” “vox_overhead/C1A2_11.wav”
}
That makes it so that the in-game VOX can use those lines.
Then, go into scripts/talker and make a new .txt file and title it announcements_oc.
Paste these lines into the text file:
criterion IsAnnouncement “concept” “announcement” required
//================================================== ======
//OC
//================================================== ======
response “announce_oc”
{
//sequential
// norepeat
speak “C1A2_00”
speak “C1A2_01”
speak “C1A2_02”
speak “C1A2_03”
speak “C1A2_04”
speak “C1A2_05”
speak “C1A2_06”
speak “C1A2_07”
speak “C1A2_08”
speak “C1A2_09”
speak “C1A2_10”
speak “C1A2_11”
}
rule “announce_oc”
{
criteria IsAnnouncement
response announce_oc
}
Then decompile the Office Complex maps, find/create an env_speaker. Uncheck Start Silent if it is checked, name it announcement_speaker, set Min Delay Between Announcements to 15 and Max Delay Between Announcements to 60, set Context Rule Script to the name of the script that you just made aka scripts/talker/announcements_oc.txt, and set Concept Name to announcement.
Compile the map, and it will work, as I tested it out on a small test map. The announcement sound comes from the env_speaker, so you might want to place it where there are actual speaker props.
To test if you’ve set it up correctly, run this map: https://www.sendspace.com/file/v9voaa This is the small test map which uses the new announcement_oc.txt file.