Vsay Reference
I appreciate these are mostly placeholders and W:ET vets are probably very familiar with them but for those new to them I thought I’d plonk them down so you can print or study them out of the game. Scroll down for Murka’s excellent detective work which will allow you to bind them to a key.
1: Statements1: (V11) Path Cleared
2: (V12) The enemy is weakened
3: (V13) All Clear
4: (V14) Incoming Fire!
5: (V15) Fire in the hole!
6: (V16) I’m Defending
7: (V17) I’m Attacking
8: (V18) I’m taking fire!
9: (V19) Mines cleared
0: (V10) Enemy in diguise
2: Requests1: (V21) Medic!
2: (V22) Ammo!
3: (V23) Backup!
4: (V24) We need an Engineer!
5: (V25) Cover me
6: (V26) Hold fire
7: (V27) Where to?
8: (V28) We need a Covert Ops
9: (V29) I’m in disguise
0: (V20) Enemy disguised as ME!
3: Commands1: (V31) Follow me
2: (V32) Come on!
3: (V33) Move!
4: (V34) Clear the path
5: (V35) Defend the objective
6: (V36) Disarm the C4
7: (V37) Clear the mines
8: (V38) Reinforce the attack!
9: (V39) Reinforce the defense
4: Talk1: (V41) Yes
2: (V42) No
3: (V43) Thanks
4: (V44) Thanks
5: (V45) You’re welcome
6: (V46) Sorry
5: Global1: (V51) Yes
2: (V52) No
3: (V53) The enemy is weak!
4: (V54) Hi
5: (V55) Bye
6: (V56) Great shot!
7: (V57) Yeah
8: (V58) Nice try
6: More Globals1: (V61) Thanks
2: (V62) You’re welcome
3: (V63) Oops
4: (V64) Sorry
5: (V65) Hold your fire
6: (V66) Good game
7: Function1: (V71) Announce Class
8: Objectives1: (V81) Command acknowledged
2: (V82) Command declined
3: (V83) Command completed
4: (V84) Destroy the primary objective
5: (V85) Destroy the secondary objective
6: (V86) Destroy the construction
7: (V87) Construction begun
8: (V88) Repair the vehicle
9: (V89) Destroy the vehicle
0: (V80) Escort the vehicle
[HR][/HR]
Thanks to Murka here is the some background on the commands and how to bind them to keys!
There are two commands to send vsays, globalVSay and teamVSay.
globalVSay msg[FString] EventName[FString] Character[class ASGPawn*] ArgumentName[FString]
teamVSay msg[FString] EventName[FString] Character[class ASGPawn*] ArgumentName[FString]
msg[FString] - The message to be displayed. If it contains some special chars or spaces it should be enclosed in quotes.
EventName[FString] - The vsay to play. Here’s the list.
1: Statements
1: (V11) Path Cleared vsay_path_cleared
2: (V12) The enemy is weakened vsay_enemy_weakened
3: (V13) All Clear vsay_all_clear
4: (V14) Incoming Fire! vsay_incoming
5: (V15) Fire in the hole! vsay_fire_in_the_hole
6: (V16) I'm Defending vsay_im_defense
7: (V17) I'm Attacking vsay_im_attack
8: (V18) I'm taking fire! vsay_taking_fire
9: (V19) Mines cleared vsay_mines_cleared
0: (V10) Enemy in diguise vsay_enemy_disguise
2: Requests
1: (V21) Medic! vsay_medic
2: (V22) Ammo! vsay_ammo
3: (V23) Backup! vsay_backup
4: (V24) We need an Engineer! vsay_medic
5: (V25) Cover me vsay_need_engineer
6: (V26) Hold fire vsay_hold_fire
7: (V27) Where to? vsay_where_to
8: (V28) We need a Covert Ops vsay_need_covertops
9: (V29) I'm in disguise vsay_im_disguised
0: (V20) Enemy disguised as ME! vsay_disguised_as_me
3: Commands
1: (V31) Follow me vsay_follow_me
2: (V32) Come on! vsay_come_on
3: (V33) Move! vsay_move
4: (V34) Clear the path vsay_clear_the_path
5: (V35) Defend the objective vsay_defend_objective
6: (V36) Disarm the C4 vsay_disarm_c4
7: (V37) Clear the mines vsay_clear_mines
8: (V38) Reinforce the attack! vsay_reinforce_attack
9: (V39) Reinforce the defense vsay_reinforce_defense
4: Talk
1: (V41) Yes vsay_yes
2: (V42) No vsay_no
3: (V43) Thanks vsay_thanks
4: (V44) Thanks vsay_thanks
5: (V45) You're welcome vsay_youre_welcome
6: (V46) Sorry vsay_sorry
5: Global
1: (V51) Yes vsay_yes
2: (V52) No vsay_no
3: (V53) The enemy is weak! vsay_enemy_weakened_global
4: (V54) Hi vsay_hi
5: (V55) Bye vsay_bye
6: (V56) Great shot! vsay_great_shot
7: (V57) Yeah vsay_yeah
8: (V58) Nice try vsay_nice_try
6: More Globals
1: (V61) Thanks vsay_thanks
2: (V62) You're welcome vsay_youre_welcome
3: (V63) Oops vsay_oops
4: (V64) Sorry vsay_sorry
5: (V65) Hold your fire vsay_hold_fire_global
6: (V66) Good game vsay_good_game
7: Function
1: (V71) Announce Class vsay_im_class
8: Objectives
1: (V81) Command acknowledged vsay_command_acknowledged
2: (V82) Command declined vsay_command_declined
3: (V83) Command completed vsay_command_completed
4: (V84) Destroy the primary objective vsay_destroy_primary
5: (V85) Destroy the secondary objective vsay_destroy_secondary
6: (V86) Destroy the construction vsay_destroy_construction
7: (V87) Construction begun vsay_construction_begun
8: (V88) Repair the vehicle vsay_repair_vehicle
9: (V89) Destroy the vehicle vsay_destroy_vehicle
0: (V80) Escort the vehicle vsay_escort_vehicle
Character[class ASGPawn*] - This should be any from the following list. I did not notice any changes when altering this. Voice is still selected from class/loadout. So you can’t play a female voice on a male character.
A_Soldier_01
A_Soldier_02
A_Medic_01
A_Medic_02
A_Engineer_01
A_Engineer_02
A_FieldOps_01
A_FieldOps_02
A_CovertOps_01
A_CovertOps_02
ArgumentName[FString] - No idea. Just enter some random string.
Examples:
globalVSay "How do you do?" vsay_hi A_Soldier_01 "empty"
teamVSay "We need a ninja deer!" vsay_need_engineer A_Soldier_01 "empty"
Binding vsays:
The binds go in ShooterInput.ini and should be under the [ShooterGame.SGPlayerInput] section(?).
Format:
Bindings=(Name="[Key]",Command="[Command]",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False)
Where [Key] is from the [list of bindable keys](http://udn.epicgames.com/Three/KeyBinds.html#Mappable keys) and the [Command] is your desired command.
Example:
Bindings=(Name="H",Command="globalVSay \"Salutations!\" vsay_hi A_Soldier_01 empty", Control=True)
Bindings=(Name="B",Command="globalVSay \"has left the building!\" vsay_bye A_Soldier_01 empty", Control=True)
...
[HR][/HR]
More from Murka
If anyone’s interested in fiddling with the vsay command, here is a list of commander vsays(“pump repaired” etc.).
com_attk_apc_activated
com_attk_apc_arrive
com_attk_apc_disabled
com_attk_apc_passednamed
com_attk_apc_repaired
com_attk_attackers_win
com_attk_barbuilt_generic
com_attk_barbuilt_named
com_attk_bardest_generic
com_attk_bardest_named
com_attk_chargedestroyed_named
com_attk_chargedisarmed_named
com_attk_chargeplant_named
com_attk_chrgdisarmed_named
com_attk_chrgplant_named
com_attk_datadelivered
com_attk_datadelivered_last
com_attk_datadropped
com_attk_datareturn
com_attk_datastolen
com_attk_defenders_win
com_attk_pump_destroyed_named
com_attk_pump_repaired_named
com_attk_pumpchargedisarmed_named
com_attk_pumpplant_named
com_attk_spawn_captured
com_attk_spawn_lost
com_def_apc_activated
com_def_apc_arrive
com_def_apc_disabled
com_def_apc_passednamed
com_def_apc_repaired
com_def_attackers_win
com_def_barbuilt_generic
com_def_barbuilt_named
com_def_bardest_generic
com_def_bardest_named
com_def_chargedestroyed_named
com_def_chargedisarmed_named
com_def_chargeplant_named
com_def_chrgdisarmed_named
com_def_chrgplant_named
com_def_datadelivered
com_def_datadelivered_last
com_def_datadropped
com_def_datareturn
com_def_datastolen
com_def_defenders_win
com_def_pump_destroyed_named
com_def_pump_repaired_named
com_def_pumpchargedisarmed_named
com_def_pumpplant_named
com_def_spawn_captured
com_def_spawn_lost
com_attk_apc_activated
com_attk_apc_arrive
com_attk_apc_disabled
com_attk_apc_passednamed
com_attk_apc_repaired
com_attk_attackers_win
com_attk_barbuilt_generic
com_attk_barbuilt_named
com_attk_bardest_generic
com_attk_bardest_named
com_attk_chargedestroyed_named
com_attk_chargedisarmed_named
com_attk_chargeplant_named
com_attk_chrgdisarmed_named
com_attk_chrgplant_named
com_attk_datadelivered
com_attk_datadelivered_last
com_attk_datadropped
com_attk_datareturn
com_attk_datastolen
com_attk_defenders_win
com_attk_pump_destroyed_named
com_attk_pump_repaired_named
com_attk_pumpchargedisarmed_named
com_attk_pumpplant_named
com_attk_spawn_captured
com_attk_spawn_lost
com_def_apc_activated
com_def_apc_arrive
com_def_apc_disabled
com_def_apc_passednamed
com_def_apc_repaired
com_def_attackers_win
com_def_barbuilt_generic
com_def_barbuilt_named
com_def_bardest_generic
com_def_bardest_named
com_def_chargedestroyed_named
com_def_chargedisarmed_named
com_def_chargeplant_named
com_def_chrgdisarmed_named
com_def_chrgplant_named
com_def_datadelivered
com_def_datadelivered_last
com_def_datadropped
com_def_datareturn
com_def_datastolen
com_def_defenders_win
com_def_pump_destroyed_named
com_def_pump_repaired_named
com_def_pumpchargedisarmed_named
com_def_pumpplant_named
com_def_spawn_captured
com_def_spawn_lost

