Replacing Announcer's voice with Merasmus' voice

Asd417

Sample Text
aa
Mar 20, 2016
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As the Title Suggests

Seemed like there isn't any specific command to disable the existing announcer voice when I looked into sd_doomsday_event. Instead, there are loads of PlayVORed/Blue which doesn't exist in the non-halloween version. I'm guessing it overrides automatically but I'm not sure what the exact settings are.

It would be great if someone could kindly explain it to me
 

Muddy

Muddy
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Sep 5, 2014
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They're done using soundscripts. Various events in the map send outputs to a tf_gamerules entity to play certain soundscripts, which are lines of text that play certain sounds in-game when triggered.

In most cases in TF2 maps, they're done to replace the announcer lines and/or add new ones. It's the same technique used in pd_watergate to play the "we are in the beam!" voice lines, as well as the announcer lines in af_rapture.

Here's the developer wiki article on soundscripts. YM also wrote a thread on what they are exactly.
 

Asd417

Sample Text
aa
Mar 20, 2016
1,451
1,031
They're done using soundscripts. Various events in the map send outputs to a tf_gamerules entity to play certain soundscripts, which are lines of text that play certain sounds in-game when triggered.

In most cases in TF2 maps, they're done to replace the announcer lines and/or add new ones. It's the same technique used in pd_watergate to play the "we are in the beam!" voice lines, as well as the announcer lines in af_rapture.

Here's the developer wiki article on soundscripts. YM also wrote a thread on what they are exactly.
That's very useful, thanks

on the other note, I dont know how is my post funny in anyway possible unless someone has futuristic humor sense.