//-------------------------------------------------------------------------------------------------------------- // Soldier1 Game Sound Text File //-------------------------------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------------------------------- // This file is auto generated do not hand edit! //-------------------------------------------------------------------------------------------------------------- //-------------------------------------------------------------------------------------------------------------- // Last Updated: 09/21/09 //-------------------------------------------------------------------------------------------------------------- //Rescue Seven, this is Papa Gator. Over. "Soldier1_CHATTER01" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\CHATTER01.wav" } //Rescue 7, what is your repair status. Over. "Soldier1_CHATTER02" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\CHATTER02.wav" } //Did not copy. Say again, Rescue 7. Over. "Soldier1_CHATTER03" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\CHATTER03.wav" } //Copy that. All lambs extracted. Last Buzzard starts run in fifteen minutes. Copy that? Over. "Soldier1_CHATTER04" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\CHATTER04.wav" } //West bank is clear, Rescue 7. Ah, sector is clear. Over. "Soldier1_CHATTER05" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\CHATTER05.wav" } //Rescue Seven, are you, ah, seeing Whiskey Delta? Or friendly? Over. "Soldier1_CHATTER06" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\CHATTER06.wav" } //Whisky Delta or, ah, friendly? Over. "Soldier1_CHATTER07" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\CHATTER07.wav" } //Rescue 7, all lost lambs are accounted for. Targets should be considered hostile. Only prosecute targets that are a clear threat. Over. "Soldier1_CHATTER08" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\CHATTER08.wav" } //Affirmative, Rescue 7. Keep the bridge deck clear. Last Buzzard will start run in fifteen minutes. Out. "Soldier1_CHATTER09" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\CHATTER09.wav" } //Get into the chopper! "Soldier1_CHOPPER01" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\CHOPPER01.wav" } //Get to the chopper! "Soldier1_CHOPPER02" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\CHOPPER02.wav" } //To the chopper! "Soldier1_CHOPPER03" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\CHOPPER03.wav" } //Get in here! "Soldier1_CHOPPER04" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\CHOPPER04.wav" } //Everyone in the chopper! "Soldier1_CHOPPER05" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\CHOPPER05.wav" } //We're taking off! "Soldier1_CHOPPER06" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\CHOPPER06.wav" } //Let's go! Everyone to the chopper! "Soldier1_CHOPPER07" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\CHOPPER07.wav" } //Let's go, let's go, let's go! "Soldier1_CHOPPER08" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\CHOPPER08.wav" } //Unable to confirm, gunfire heard on west bank. Over. "Soldier1_MISC01" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\MISC01.wav" } //Roger, Rescue 7. Over. "Soldier1_MISC02" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\MISC02.wav" } //Gunfire heard on west bank. Over. "Soldier1_MISC03" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\MISC03.wav" } //We had flashes. Over. "Soldier1_MISC04" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\MISC04.wav" } //That is A Firm. Keep a hard posture. Over. "Soldier1_MISC05" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\MISC05.wav" } //Only prosecute targets that are clear threat. "Soldier1_MISC06" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\MISC06.wav" } //Holding position. "Soldier1_MISC07" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\MISC07.wav" } //Consolidate. "Soldier1_MISC08" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\MISC08.wav" } //Extracted. "Soldier1_MISC09" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\MISC09.wav" } //Rescue seven, affirmative. Visual inspection in Five. "Soldier1_MISC10" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\MISC10.wav" } //Papa Gator, affirmative. Visual inspection in Five. "Soldier1_MISC11" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\MISC11.wav" } //Papa gator, roger out. "Soldier1_MISC12" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\MISC12.wav" } //Lima Charlie. "Soldier1_MISC13" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\MISC13.wav" } //Evacuation zone is clear. "Soldier1_MISC14" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\MISC14.wav" } //I have visual. "Soldier1_MISC15" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\MISC15.wav" } //Last non-carriers evacuated. "Soldier1_MISC16" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\MISC16.wav" } //Roger. "Soldier1_MISC17" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\MISC17.wav" } //Negative. "Soldier1_MISC18" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\MISC18.wav" } //Affirmative. "Soldier1_MISC19" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\MISC19.wav" } //Affirmative. "Soldier1_MISC20" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\MISC20.wav" } //Say again? "Soldier1_MISC21" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\MISC21.wav" } //Copy that. "Soldier1_MISC22" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\MISC22.wav" } //Over. "Soldier1_MISC23" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\MISC23.wav" } //Rescue 7, 10 minutes to last Buzzard run. Over. "Soldier1_NAGS01" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\NAGS01.wav" } //Rescue 7, 9 minutes to last Buzzard run. Over. "Soldier1_NAGS02" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\NAGS02.wav" } //Rescue 7, 8 minutes to last Buzzard run. Over. "Soldier1_NAGS03" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\NAGS03.wav" } //Rescue 7, 7 minutes to last Buzzard run. Over. "Soldier1_NAGS04" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\NAGS04.wav" } //Rescue 7, 6 minutes to last Buzzard run. Over. "Soldier1_NAGS05" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\NAGS05.wav" } //Rescue 7, 5 minutes to last Buzzard run. Over. "Soldier1_NAGS06" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\NAGS06.wav" } //Rescue 7, 4 minutes to last Buzzard run. Over. "Soldier1_NAGS07" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\NAGS07.wav" } //Rescue 7, 3 minutes to last Buzzard run. Over. "Soldier1_NAGS08" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\NAGS08.wav" } //Rescue 7, 2 minutes to last Buzzard run. Over. "Soldier1_NAGS09" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\NAGS09.wav" } //Rescue 7, 1 minute to last Buzzard run. Over. "Soldier1_NAGS10" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\NAGS10.wav" } //Rescue 7, are we clear to begin Buzzard run? Over. "Soldier1_NAGS11" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\NAGS11.wav" } //Copy that, Rescue 7. Out. "Soldier1_NAGS12" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\NAGS12.wav" } //Rescue 7, that's coming from the bridge! "Soldier1_SURVIVORTALK01" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\SURVIVORTALK01.wav" } //Bridge, identify yourself. "Soldier1_SURVIVORTALK02" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\SURVIVORTALK02.wav" } //Bridge, who is this? "Soldier1_SURVIVORTALK03" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\SURVIVORTALK03.wav" } //Bridge, are you immune? "Soldier1_SURVIVORTALK04" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\SURVIVORTALK04.wav" } //Negative Bridge. Are you IMMUNE? Have you encountered the infected? "Soldier1_SURVIVORTALK05" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\SURVIVORTALK05.wav" } //Rescue Seven, are you equipped for carriers? "Soldier1_SURVIVORTALK06" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\SURVIVORTALK06.wav" } //Bridge, we have pulled out of that sector. Your only remaining pickup is available on the other end of the bridge. Our last chopper is leaving in 10 minutes. You need to lower the span and get across the bridge. God be with you. "Soldier1_SURVIVORTALK07" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\SURVIVORTALK07.wav" } //Bridge, that sector is clear of friendlies. Your only remaining pickup is on the east bank of the bridge. Our last chopper is leaving in 10 minutes. You need to lower the span and get across to the east end. "Soldier1_SURVIVORTALK08" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\SURVIVORTALK08.wav" } //Be advised: The bridge is crawling with Whiskey Delta. "Soldier1_SURVIVORTALK09" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\SURVIVORTALK09.wav" } //Be advised: The bridge is crawling with infected. "Soldier1_SURVIVORTALK10" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\SURVIVORTALK10.wav" } //Good luck! "Soldier1_SURVIVORTALK11" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\SURVIVORTALK11.wav" } //Good luck, bridge! "Soldier1_SURVIVORTALK12" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\SURVIVORTALK12.wav" } //God be with you, bridge. "Soldier1_SURVIVORTALK13" { "channel" "CHAN_VOICE" "volume" "1.0" "pitch" "PITCH_NORM" "soundlevel" "SNDLVL_90dB" "wave" "npc\Soldier1\SURVIVORTALK13.wav" }