• Open UED > open Actor Browser, or menubar > View > actor class browser in the Actor browser expand to here >>>
    Actor > Info > VoicePack > ChallengeVoicePack >
    From here make your choice upon these 3 voicepack selections > VoiceBoss, VoiceFemale, VoiceMale.
    expand the on you need, let's say the Boss voice. Now do this procedure >>

  • First thing, rightclick the VoiceBoss and from Context menu select > New
  • In the dialogbox make the name of your choice, let's say for example MyNewVoicePack, for easy use, make it for both, Package and Name, I will explain later why this is easier. "MyNewVoicePack" is an example, you could name it as you wish as long as the class definition has that name where the bossvoice stands now. The Pckage name is the U-File name and the name is the class definition like "MyNewVoicePack", as a voicepack only contains this information, you will not have more data than this, so you will have only one single class, that(s why you may name the package and the class with the same name. More on this in the Mesh tutorial.

  • The Script editor opens with your new class definition "MyNewVoicePack". (the actor browser will collapse, so expand all again to it).
  • Now doubleclick the existing VoiceBoss (the main class for all Robotvoices).
  • In the Script editor select all and copy (CTRL+A, CTRL+C)
  • In the script editor, at left pane, double click your voicepack "MyNewVoicePack".
  • Under your class definition put an empty line by pressing enter. (your line would be something like class MyNewVoicePack expands VoiceBoss;)
  • you will have to erase the lines from the original voicepack, else you wil end up with 2 class declarations (engine could crash), so erase the lines >>>

    //==============================================
    // VoiceBoss.
    //==============================================

    class VoiceBoss extends ChallengeVoicePack;
    #exec OBJ LOAD FILE=..\Sounds\BossVoice.uax PACKAGE=BossVoice
    now the only data definition left are these for the "MyNewVoicePack" ("MyNewVoicePack" being an example) like this
    //==============================================
    // MyNewVoicePack.
    //==============================================

    class MyNewVoicePack extends VoiceBoss;
    This means that your voicepack depends and extends the VoiceBoss and automaticly inherits all common data for the BossVoicepacks, less work for you.
  • In the menubar from the script editor, press the small icon representing 3 small sheets, compiling changed scripts.
  • Now in the menubar from the actor browser, go View > Show packages, check this option.
  • This will open a second frame at bottom of the actor browser splitting it in 2 panes.
  • In the new pane below, check your MyNewVoicePack.

  • Now from the Actor Browser menu, press the disk icon to save your voicepack to a U-File you will find in the system folder from UT, it should look like MyNewVoicePack.U
  • when done, it's time to add some sounds.
  • This time rightclick your voicepack and from selection menu select Default Properties.
  • The settings box open >Default MyNewVoicePack.MyNewVoicePack Properties.

  • Expand the second selection ChallengeVoicePack
  • Here you will find all sounds, i will not explain all again cos they're obvious, just some reminders.

  • The abbreviations are the labels you can see and choose from in game when pressing V to bring up the commands.
  • The strings are the text according to the taunts that you will see in left upper corner, called chatlines.
  • The sounds, are the soundfiles you imported.

    Just remember to put the right values for the 3 ammounts used if you are using more or less sounds than the original voicepacks in NumACKs, NumFFires, NumTaunts, starting by 0 (not 1)

    !!!!!! NOW, important if you wanna make stuff easy for yourself. Don't do stuff like > #exec OBJ LOAD FILE=..\Sounds\BossVoice.uax PACKAGE=BossVoice leave this to coders, instead i've got a very small and efficient trick for you here, it's so easy use, even for beginners. OK, just do this >>

  • Import the sound waves in a package you name exactly the same as your voicepack MyNewVoicePack. That way the engine knows that the wave files are to be imported directly into the U-file itself, just like mappers do with sound and texture in MYLevel.

    So if your VoicePack is named MyNewVoicePack, just import your wavefiles in MyNewVoicePack package. Remember to save often in the actor browser, ensure that the MyNewVoicePack is checked in the lower pane then save.

    In clear terms, in the Sound Browser, import your sound files in a package named "MyNewVoicePack" Do not save this package from within the SoundBrowser, it is pointless and useless, as it will be saved along within the MyNewVoicePack.U file when you save this one from within the Class Browser.