VSAY Reference


(SockDog) #1

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

(Locki) #2

Vote for Sticky!


(iwound) #3

when the proper samples get used i’d like to see british regional accents, plenty of room for humor there.
vsay gordie accent, “lets goo doon the toon”


(SockDog) #4

I’m expecting nothing less than the crazy stuff we got in ETQW. :slight_smile:


(Dthy) #5

Get chavs to do some, proper british! :smiley:


(stealth6) #6

Oh god I would hate that. I’d most likely use it though just to annoy other people.


(Dthy) #7

I can imagine it now…

“Plantin’ dat shi-dazzle blud n man ting!”


(Humate) #8

This.

:infiltrator:


(Ashog) #9

any ideas how to bind those vsays already? Coz all of my keyboard buttons are unpatiently waiting for this :slight_smile:


(SockDog) #10

Was just looking. :slight_smile:

There is a TeamVsay command but it requires a bucket load of parameters. Going to check if unreal has a way to dump the console commands and parameters and such.


(tokamak) #11

I really want ‘medpacks dropped’ and ‘ammo packs dropped’.


(DarkangelUK) #12

I’d like indicators above the players head the requests health/ammo as well… unless there is and I missed it.


(tokamak) #13

I think indicators are all still on the to do list. This would also greatly increase the role of medics. Right now it’s just difficult. And yeah an indicator on the dude who just announced he dropped stuff would also be great.


(SockDog) #14

I could be wrong but as a Medic I noticed that anyone downed had their indicator turn yellow (like the objective indicator). So I tended to just sweep the area for them and while running back and force I’d chuck packs based on people’s health bars.

Still hope they adopt the NS2 style of floor arrows for some of this stuff. Put more information on the periphery of the screen so it’s visible but not obscuring the action.


(SockDog) #15

Okay I’ve found some references to the vsay files and there is a TeamVsay command but it requires a lot of parameters. I’d like to update the OP with bindable excerpts for people to copy into their configs.

So, can someone at SD advise the commands to get this working? Pleaseeeeeee.


(murka) #16

You can copy-paste this to the first post if you like, saves people from scrolling down.

[HR][/HR]

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)

...

(SockDog) #17

That’s awesome, thank you! Where did you get all the commands and classes from?


(murka) #18

Commands i got by trial and error looking at console auto-complete.
The classes i got by looking for references to “pawn” and the only place was the secondary loadout binds, ex: “Soldier_02_Gameplay.Pawns.A_Soldier_02”.

There are also some commander vsays starting with com_ prefix, but i got none of them working.


(SockDog) #19

Well I appreciate you digging that stuff out, better man than I by far. :slight_smile:


(retsy) #20

thanks for posting this!