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TribesNext >  TribesNext.com Forums >  Tribes 2 >  Mods and Customization >  Any Voice packs for Tracer ECM? « previous next »
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Author Topic: Any Voice packs for Tracer ECM?
Moran24
Nugget
Posts: 30

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July 29, 2010, 09:17:00 PM »
Just post 'em. I want to have some.
robertom2002
Assault

Posts: 878

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1: July 31, 2010, 08:00:39 PM »

Heat Killer
Scout

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2: August 08, 2010, 03:12:44 PM »

lonesome killer
Seņor Nugget

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3: August 12, 2010, 08:38:10 PM »
TracerECM doesn't use voice packs.  It lets you search all audio files that you have in your Tribes 2 folder and create voice bind paths to those files.  So instead of being bound by what the creators wanted, you can make your own shortcuts.  Also, it lets you play back audio files that came with the game, like training mission sounds and effects.
Eolk
Global Moderator
Posts: 838

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4: August 13, 2010, 05:27:46 AM »
TracerECM doesn't use voice packs.
It sure does, although its a little tricky to use sometimes.
lonesome killer
Seņor Nugget

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5: August 13, 2010, 07:40:44 AM »
TracerECM doesn't use voice packs.
It sure does, although its a little tricky to use sometimes.
?  Can you just drag a voicepack (like Osiris) into TracerECM and use it?  What I was trying to say is that TracerECM lets you create custom paths to files from other packs.
Blakhart
Juggernaught
Posts: 1415

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6: August 13, 2010, 08:27:16 AM »
Code:
// #autoload
package SoDMuteFags {
    function clientCmdChatMessage(%sender, %voice, %pitch, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10)
    {
        %newvoice = detag(%voice);
        if ( %newvoice $= "" ) {
            // Player is using null-voice exploit, show the message but don't play the sound
            %message = detag( %msgString );
            %wavStart = strstr( %message, "~w" );
            if ( %wavStart != -1 ) {
                %msgString = getSubStr(%message, 0, %wavStart);
            }
        }
        parent::clientCmdChatMessage(%sender, %voice, %pitch, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10);
    }
};
activatePackage(SoDMuteFags);
robertom2002
Assault

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7: August 13, 2010, 08:57:35 AM »
Code:
// #autoload
package SoDMuteFags {
    function clientCmdChatMessage(%sender, %voice, %pitch, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10)
    {
        %newvoice = detag(%voice);
        if ( %newvoice $= "" ) {
            // Player is using null-voice exploit, show the message but don't play the sound
            %message = detag( %msgString );
            %wavStart = strstr( %message, "~w" );
            if ( %wavStart != -1 ) {
                %msgString = getSubStr(%message, 0, %wavStart);
            }
        }
        parent::clientCmdChatMessage(%sender, %voice, %pitch, %msgString, %a1, %a2, %a3, %a4, %a5, %a6, %a7, %a8, %a9, %a10);
    }
};
activatePackage(SoDMuteFags);


aww cmmon , some binds are pretty funny

Eolk
Global Moderator
Posts: 838

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8: August 15, 2010, 06:38:35 AM »
TracerECM doesn't use voice packs.
It sure does, although its a little tricky to use sometimes.
?  Can you just drag a voicepack (like Osiris) into TracerECM and use it?  What I was trying to say is that TracerECM lets you create custom paths to files from other packs.
Yeah, you can use the Osiris voicepack in TracerECM. It can be extremely stubborn sometimes, though.
BassHole
Nugget

Posts: 19

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9: September 16, 2010, 08:19:04 AM »
I have all the old sound packs, gotta love them.

"Any you homos touch me,.... and I'll kill ya"

LOL

scubadiver88
Nugget
Posts: 7

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10: February 27, 2012, 01:56:23 AM »
ok i hate to do this to an old post but im trying to get Osiris to work in TracerECM but it does not show up in the voice pack section of tracer any tips?
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