Is it possible to play vox sentences individually? Created 5 months ago2024-05-24 19:52:51 UTC by SirCobalt SirCobalt

Created 5 months ago2024-05-24 19:52:51 UTC by SirCobalt SirCobalt

Posted 5 months ago2024-05-24 19:52:51 UTC Post #348823
Can you create custom sentences for the announcement system and have them activated at a specific time when triggered instead of randomly spoken by the speaker entity? While the answer is probably no, I'm not really in a position where I can create a wav file that has all the words I need in it and play it through an ambient_generic. It would be much more convenient to create custom sentences and play them individually somehow. I tried using a scripted_sentence but it didn't work.
Posted 5 months ago2024-05-25 06:11:08 UTC Post #348826
have you tried ambient_generic where the WAV value is an entry id from sentences.txt prefixed with !?

e.g. in sentences.txt there's:
C2A2_launch (p50) deeoo deeoo deeoo (p100) satellite launch system activated. five deeoo(p50) four deeoo(p51) three deeoo(p52) two deeoo(p53) one deeoo(p54) launch is go
then in the ambient_generic:
  • "WAV Name" (message) = !C2A2_launch
  • Flags:
    • ☑ Play Everywhere
    • ☑ Start Silent
    • ☑ Not Toggled
Posted 5 months ago2024-05-25 18:43:26 UTC Post #348827
I had no idea you could do that. It works, thanks.
Posted 5 months ago2024-05-27 19:26:04 UTC Post #348830
Is the "!" prefix just telling the entities (ambient_generic and scripted_sentence) to look in the sentences.txt file?
Posted 5 months ago2024-05-27 21:18:01 UTC Post #348831
Glad to see you still around Awkook. :)

@SirCobalt. Best you join Discord to get realtime help and an exchange of knowledge.
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