Left 4 Dead 2

Left 4 Dead 2

[VScript Talker] Yusuke Kudo Voice
23 Comments
kouga 4 Aug @ 1:07am 
1) no ones done it before
2) it would be funny
3) CST survs dont have a generalized voice bank, and while they can share the same voices w different adjustments it just kinda doesnt do it for me. so i figured why not ask for smth absurd but can be used by everyone and kinda make sense

4) instead of zombie sounds it could also just be sims voices, idk just something to throw out
ChapCanai  [author] 4 Aug @ 12:01am 
but why tho
kouga 3 Aug @ 11:01pm 
you should make a talker that uses the voice lines from common infected :steamhappy:
The Fat Wolf 28 Jul @ 6:10pm 
ChapCanai, Ohh, well, I already made the wav files, you might as well take them off Me.
ChapCanai  [author] 28 Jul @ 5:58pm 
@Stolas
theres a bunch of other things to do but idk how to explain. I could do it after I got permission from springtea
The Fat Wolf 28 Jul @ 5:55pm 
I've been trying to work on a voice pack of Chris Redfield on this, but after hours of working, I can't seem to get them to talk. Maybe it's because I put them in the wrong file to locate that sound at, who knows. =<
eidonabramm 22 Jul @ 4:26pm 
This is awesome so if im thinking right this lets the arcade survivors speak but in Japaneses
Dellio 21 Jul @ 2:36pm 
wait wtf wtf this is possible??? uh??
ChapCanai  [author] 21 Jul @ 12:20am 
it hates me
ChimiChamo 20 Jul @ 11:53pm 
embrace the vscript talker
ChapCanai  [author] 20 Jul @ 5:31pm 
I think ion vocalizer custom menus are only made for vanilla survivors, so it wont work with this custom voice, but just a theory
ChapCanai  [author] 20 Jul @ 5:28pm 
I updated to fix the case sensitivity, hopefully it wont break the L4B2 vocal commands now
ChapCanai  [author] 20 Jul @ 4:19am 
aint no way... this whole time it was the case sensitive thats the culprit
["concept", "playerwaithere"],
["concept", "PlayerWaitHere"],
I will kms
ChapCanai  [author] 20 Jul @ 4:08am 
Thanks for the tip. I did thought of this at first but I took a look at other examples like Mike from Cold Front, and saw the his talker also use the player concepts (like "PlayerStayTogether") without breaking anything, and they still work with L4B2 ai.

name = "CF_PlayerStayTogetherMike",
criteria =
[
[ "concept", "PlayerStayTogether" ],
[ "name", "npc_mike" ],

So im not sure what im doing wrong here, pretty lost on how to fix this. If I were to use a non existent custom concept that I create myself (eg. PlayerLeadOnYusuke), then it just wont work with the radial vocalizer menu. I think custom concepts can only be fired by a custom vocalizer or custom map. idk...
JamesStar 20 Jul @ 2:54am 
Maybe when you tweak Yusuke’s rule to ["concept", "playerleadon"], you're essentially hijacking the same vocalizer trigger Left 4 Bots 2 uses for the “Lead On” command. That means when you say “Lead On,” your custom rule captures the event, but it prevents L4B2 from handling it in its own vocalizer rules, disabling the intended behavior for the built-in bot system.

I think by injecting the rule on the same vocalizer context (playerleadon), you essentially override that mapping, so the bots stop hearing the original L4B2 trigger.

Instead of using playerleadon, choose a unique vocalizer context, something like "yusuke_lead" this might kees your rule separate from L4B2’s and avoids collisions. well that's just my take i'm no expert modder.
ChapCanai  [author] 20 Jul @ 1:45am 
After some more testing, I found that if I make yusuke's rule check for the criteria ["concept", "playerleadon"], then the left 4 bots 2 ai will no longer listen to "Lead On" for example. From here I have no idea what to do anymore
ChapCanai  [author] 20 Jul @ 12:29am 
@SCHENKER
Actually, its not that mod. Its because bots will ask "Ready?" whenever you look at them for too long. Since my applycontext isnt working properly yet, theres no cooldown, so he keeps spamming "Ready?"
SCHENKER 20 Jul @ 12:28am 
I don‘t know it's a bug or not, but if you subscribed this mod and keep aiming the custom survivor (Yusuke) with flashlight on, he will starts repeating voice lines with no interval:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3390255158&searchtext=survior+dont
Though you can stop his voice line by stop aiming him, but it's still a bit weird, because original game's survivors will only makes injured or friendly fire voice lines once when you aiming them with flashlight on, and speeches again about several seconds interval.
ChapCanai  [author] 19 Jul @ 7:09pm 
Thanks for feedback
For the direct and late precache, its because if I try to precache every voiceline before the game starts, it would kick me out and say overflow. So I had to precache only when the voice is needed, before playing said voice
for the smart vocalizer, I will take a look, but its probably too advanced for me

Another problem with this custom talker is no cooldown, probably because I got the applycontext format wrong, trying to fix
superloft7 19 Jul @ 7:01pm 
Tested myself, most voicelines work but some don't
Errors:
Direct precache of player/survivor/voice/yusuke/askready10.wav
Late precache of player/survivor/voice/yusuke/askready10.wav

Direct precache of player/survivor/voice/yusuke/painrelieftfirstaid02.wav
Late precache of player/survivor/voice/yusuke/painrelieftfirstaid02.wav

Also, this breaks Left 4 Bots 2 Smart Vocalizer.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3371729118&searchtext=Left+4+Bots

I'll keep testing if it breaks more vocalizers. Thanks for the mod regardless!
ChapCanai  [author] 19 Jul @ 6:09pm 
I moved some code to a base mod that is required
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3529930251
ChapCanai  [author] 19 Jul @ 3:01pm 
Thank you for testing
JamesStar 19 Jul @ 8:39am 
Well the talker does work!, like when he get's shot, or react to a spitter's acid(I think... i could not here anything due to the horde i was dealing with +12 special infecteds at once, and other survivors talking over him) but anyway yeah it does work!