Thres a variable that handles player speaking,something along the lines of "level.player.is_speaking = 1" If its 1 characters wont speak until it goes to 0. You could do a loop, but sicne you only want to mute the start quotes i suppose youll need to do something else.
WaW VO is scattered everywhere through the scripts. Took me an hour to find it all and change it to all use one thing. I'm sure you wouldn't want to do that, so just do this:
Thres a variable that handles player speaking,something along the lines of "level.player.is_speaking = 1" If its 1 characters wont speak until it goes to 0. You could do a loop, but sicne you only want to mute the start quotes i suppose youll need to do something else.
In my gscs, the call to play_intro_VO() is commented out. dlc3_code.gsc handles the starting sounds in mapStartAudio() function. Commenting this out should remove them, in a dlc3_code.gsc in your mods/mapname/maps folder.
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players[randomint(players.size)] thread level_start_vox(); //Plays a "Power's Out" Message from a random player at start
Modifying the level_start_vox() function like this, is how I fixed the randomized players playing wrong vox to start the game the first time.
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level_start_vox() { wait( 6 );//moved here index = maps\_zombiemode_weapons::get_player_index( self ); plr = "plr_" + index + "_"; // wait( 6 ); self thread create_and_play_dialog( plr, "vox_level_start", 0.25 ); }
You could also, in zombiemode_spawner, in the do_player_playdialog function, check the vars passed, player_index or sound_to_play, and if one of those is something you don't want to play, simply return; For example, adding this will stop the level_start vox's from playing: