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im trying to make a custom voice for cst using this but its not working. i used another voice as a base and changed the names for the voice to be its own but the game is acting as if it doesn't exist. i used your Resident Evil "Barry" voice as the voice im trying to make was also a coach voice mod. ive edited the files and replaced "Barry" and "barry_burton" with the names i wanted to use and its not working. is there anything i did wrong? heres my setup. https://drive.google.com/drive/folders/1SowqGkltJydAeBwQ65irAL2EyuYGakjK?usp=sharing
vscript talkers take priority over regular talkers. so if you recreate the exact same criteria as the world dialogue but have an empty scene as the response then it effectively disables it
i dont think so
You SHOULD use applycontext normally and then set applyworldcontext = true
Since Valve only checks if applyworldcontext in an if statement to determine to set it to world spawn or firing entity
Cite:
In rr_ProcessResponse:
local applycontext = null
local applycontexttoworld = false
if ( "applycontext" in resp )
{
applycontext = resp.applycontext
}
if ( "applycontexttoworld" in resp )
{
applycontexttoworld = resp.applycontexttoworld
}
[---snip---]
if ( "scenename" in resp )
{
scene = resp.scenename
local Func = func
if ( applycontext )
func = @( speaker, query ) g_rr.rr_ApplyContext( speaker, query, applycontext, applycontexttoworld, Func )
}