Ai Talk Transcript


(Ghast) #1

Of course there is no general.ai, but there is a general folder packed away in sp_pak1.pk3/sound/scenaric/ with the rest of the folders.

And baseout.ai, crypt2.ai and dig.ai, don’t contain any ai_talk playsound files so I haven’t included them.

It was sometimes an easy and other times painful task, as there doesn’t seem to be a consistant system and many remarks were missing, inaccurate or downright misleading.

http://www.fileplanet.com/dl/dl.asp?/planetwolfenstein/ghastmanor/ai_talk_transcript.zip

There are still a large group of heinrich’s taunts to BJ in end.ai, which I would love to decipher, how they are used in the game, streaming or not, I have failed to uncover.

I needed a resource like this for my own SP mapping, so any mistakes and dumb puns (like herr ointment) should be forgiven, my ears are not always so good! G

Here’s hoping you can find this transcipt useful?


(kat) #2

although you are quite mad - I can’t believe you transcribed the whole game…!!! this may very well be a useful ‘tool’ indeed…! Cheers for the effort.


(Loffy) #3

Could someone please upload this file again? Many thanks in advance.


(William Faure) #4

I currently don’t have this ai_talk_transcript.zip file either, I wish I could help you, but I can’t.
Maybe other mappers/modders on this forum still got it, as it’s old now.


(ronboy) #5

Hello, Loffy. Try here: https://web.archive.org/web/20060819105356/http://kos.philgeorge.com.au/forum/viewtopic.php?t=67
It’s not a downloadable file, but it at least contains what you want. You can also browse the site, but be warned that not all pages are archived. :slight_smile:


(Loffy) #6

Thx, that link was very useful.

Next, I will create some simple custom sound (wav file), just to test/experiment (to check if I can manage to trigger it). Nothing important, just to explore/learn. I firmly believe that cut scenes and dialogue are important in RtCW single-player maps.

If a soldier (ai) has begun speaking a rather long sentence, for example a custom wav file “Oh, I am standing here and this is just some random text that I speak and it is rather long”, what happens if he is shot in the middle of the speech? For example after the word “random”? Will the wav file stop playing, automatically, or do I need to script that? Like “trigger death > abort speech”. Well, I guess the best way to learn, is to test. I must try this, to see what happens.


(ronboy) #7

[QUOTE=Loffy;520425]Thx, that link was very useful.

Next, I will create some simple custom sound (wav file), just to test/experiment (to check if I can manage to trigger it). Nothing important, just to explore/learn. I firmly believe that cut scenes and dialogue are important in RtCW single-player maps.

If a soldier (ai) has begun speaking a rather long sentence, for example a custom wav file “Oh, I am standing here and this is just some random text that I speak and it is rather long”, what happens if he is shot in the middle of the speech? For example after the word “random”? Will the wav file stop playing, automatically, or do I need to script that? Like “trigger death > abort speech”. Well, I guess the best way to learn, is to test. I must try this, to see what happens.[/QUOTE]

Your welcome. I agree with you that cutscenes are very important.
About the AI dialogue, it will continue to play unless the AI plays a “hurt” sound, which seems to be triggered at random. But the dialogue will end if he dies, just like in reality. You don’t have to do anything special in the case of the AI’s death.
I recommend this in any dialogue AI’s script:


bulletimpact
{
playsound blank
}


(ailmanki) #8

You can find the file in some forum, if you search for it with rar ending instead of zip; sorry would post the link, but writing from phone…


(vicpas) #9

Complete texts: http://www.4shared.com/zip/i-48VFoLba/ai_talk_transcript.html

Note: Ronboy helped me transcribing two sentences on Dam.txt file.