In case you don't know how to create and compile a package, check this post by FeraliDragon: viewtopic.php?f=57&t=4482, I use UMake and Notepad++ as well, but I'm sure there are other methods.
Once that is done, create the new package which will keep all your voice packs, then use this template code to modify them:
Code: Select all
Class MODIFIEDVOICE Extends BASEVOICE;
Function Timer ()
{
Local Name MessageType;
IF (bDelayedResponse)
{
bDelayedResponse = False;
IF (Owner.IsA ('PlayerPawn'))
{
IF (PlayerPawn (Owner).GameReplicationInfo.bTeamGame && (PlayerPawn (Owner).PlayerReplicationInfo.Team == DelayedSender.Team)) MessageType = 'TeamSay';
Else MessageType = 'Say';
PlayerPawn (Owner).TeamMessage (DelayedSender, DelayedResponse, MessageType, False);
}
}
IF (Phrase [PhraseNum] != None)
{
IF (Owner.IsA ('PlayerPawn') && !PlayerPawn (Owner).bNoVoices && (Level.TimeSeconds - PlayerPawn (Owner).LastPlaySound > 02))
{
IF ((PlayerPawn (Owner).ViewTarget != None) && !PlayerPawn (Owner).ViewTarget.IsA ('Carcass'))
{
PlayerPawn (Owner).ViewTarget.PlaySound (Phrase [PhraseNum], SLOT_Interface, 16.00,,, 00.XX);
PlayerPawn (Owner).ViewTarget.PlaySound (Phrase [PhraseNum], SLOT_Misc, 16.00,,, 00.XX);
}
Else
{
PlayerPawn (Owner).PlaySound (Phrase [PhraseNum], SLOT_Interface, 16.00,,, 00.XX);
PlayerPawn (Owner).PlaySound (Phrase [PhraseNum], SLOT_Misc, 16.00,,, 00.XX);
}
}
IF (PhraseTime [PhraseNum] == 00) Destroy ();
Else
{
SetTimer (PhraseTime [PhraseNum], False);
PhraseNum++;
}
}
Else Destroy ();
}
DefaultProperties
{
}
Once you have all your new files, compile them, then make your .int file in your system folder like this:
Code: Select all
[Public]
Object=(Name=PACKAGENAME.MODIFIEDVOICE,Class=Class,MetaClass=BotPack.VoiceBoss,Description="MODIFIED VOICE")
Object=(Name=PACKAGENAME.MODIFIEDVOICE,Class=Class,MetaClass=BotPack.VoiceMale,Description="MODIFIED VOICE")
Object=(Name=PACKAGENAME.MODIFIEDVOICE,Class=Class,MetaClass=BotPack.VoiceFemale,Description="MODIFIED VOICE")
Now start Unreal Tournament, check the voices, test them out in game and keep experimenting. This method is great because it allows you to expand your voice pack library without having to learn how to modify audio files or having to make a voice pack yourself, it also doesn't alter the stock files which means you'll still have all your previous voices untouched, we simply made extentions of them. Also, this only changes the pitch of the voices, I'm sure there are more things you could tweak and change but I have not experimented with that yet.