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voicelines = {
[] = {
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},
[] = {
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},
[] = {
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},
[] = {
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}
}
players = :()
= :()
me = players.LocalPlayer
playing = {}
data = {}
timers = {}
iconCounts = {}
cd = {
[] = ,
[] = ,
[] = ,
[] =
}
chances = {
[] = ,
[] =
}
ranges = {
far = ,
close =
}
options = {
hearMe = ,
loudness =
}
(character)
character
attachPart = character:()
attachPart
attachPart = character:()
attachPart
attachPart = character:()
attachPart
attachPart = character:()
attachPart
oldIcon = character:()
oldIcon oldIcon:()
billboard = .()
billboard.Name =
billboard.Adornee = attachPart
billboard.Size = .(, , , )
billboard.StudsOffset = .(, , )
billboard.AlwaysOnTop =
billboard.MaxDistance =
imageLabel = .()
imageLabel.Size = .(, , , )
imageLabel.BackgroundTransparency =
imageLabel.Image =
imageLabel.ScaleType = .ScaleType.Fit
imageLabel.Parent = billboard
billboard.Parent = character
billboard.Enabled =
billboard
(player, visible)
player player.Character
character = player.Character
billboard = character:()
billboard
billboard = (character)
billboard
attachPart = character:()
character:()
character:()
character:()
attachPart
billboard.Adornee = attachPart
billboard.Enabled = visible
(player)
player
iconCounts[player] = (iconCounts[player] ) +
(player, )
(player)
player
count = (iconCounts[player] ) -
count <=
iconCounts[player] =
(player, )
iconCounts[player] = count
(player)
player.Character
(player.Character)
player.CharacterAdded:((character)
.()
(character)
)
(t)
(t) ~= #t ==
t[.(, #t)]
(p, kind)
now = .()
timers[p] timers[p] = {}
waitTime = cd[kind]
lastTime = timers[p][kind]
lastTime (now - lastTime) < waitTime
(p, kind)
now = .()
timers[p] timers[p] = {}
timers[p][kind] = now
(p1, p2)
p1.Character p2.Character
r1 = p1.Character:()
r2 = p2.Character:()
r1 r2
(r2.Position - r1.Position).Magnitude
(p, r)
p == me options.hearMe
d = (me, p)
d <= r
(p)
p p.Character
root = p.Character:()
root
root.Position
torso = p.Character:() p.Character:()
torso
torso.Position
head = p.Character:()
head
head.Position
(id, player, kind)
pos = (player)
pos
distance = (me, player)
kind ~=
player ~= me distance > ranges.far
sound = .()
sound.SoundId = .. (id)
sound.Volume = options.loudness
anchor = .()
anchor.Size = .(, , )
anchor.Transparency =
anchor.CanCollide =
anchor.Anchored =
anchor.Position = pos
anchor.Parent =
sound.Parent = anchor
player ~= me
distance <=
sound.Volume = * options.loudness
sound.RollOffMode = .RollOffMode.Linear
sound.RollOffMinDistance =
sound.RollOffMaxDistance =
distance <=
sound.Volume = * options.loudness
sound.RollOffMode = .RollOffMode.Linear
sound.RollOffMinDistance =
sound.RollOffMaxDistance =
distance <=
sound.Volume = * options.loudness
sound.RollOffMode = .RollOffMode.Linear
sound.RollOffMinDistance =
sound.RollOffMaxDistance =
sound.Volume = * options.loudness
sound.RollOffMode = .RollOffMode.Linear
sound.RollOffMinDistance =
sound.RollOffMaxDistance =
sound.RollOffMode = .RollOffMode.Linear
sound.Volume = * options.loudness
soundData = {
sound = sound,
anchor = anchor,
player = player
}
idx = #playing +
playing[idx] = soundData
hidden =
()
hidden
hidden =
(player)
anchor anchor.Parent
anchor:()
playing[idx]
playing[idx] =
sound.Ended:(cleanup)
.(, ()
playing[idx]
sound:()
()
)
(player)
sound:()
()
_, info (playing)
info info.player info.anchor
info.player.Character
info.sound info.sound:()
info.anchor.Parent info.anchor:()
newPos = (info.player)
newPos info.anchor.Parent
info.anchor.Position = newPos
.(()
()
.()
)()
(trigger)
trigger trigger == me
(trigger, ranges.close)
canTalk = {}
_, p (players:())
p ~= trigger p ~= me
(p, ranges.close) (p, )
.(canTalk, p)
_, talker (canTalk)
.(, ) <= chances[]
= .(, .(, #canTalk)) *
.(, ()
(talker, )
source = (.(, ) <= ) voicelines[] voicelines[]
id = (source)
id
(id, talker, )
(talker, )
)
(player)
data[player] = {
hp = ,
lastHp =
}
(player)
(character)
.()
humanoid = character:()
humanoid
data[player].hp = humanoid.Health
data[player].lastHp = humanoid.Health
(newHealth)
oldHealth = data[player].lastHp
newHealth < oldHealth
newHealth >
(player, )
id = (voicelines[])
id
(id, player, )
(player, )
.()
(player)
(player, )
id = (voicelines[])
id
(id, player, )
(player, )
.()
(player)
data[player].lastHp = newHealth
data[player].hp = newHealth
humanoid.HealthChanged:(onHealthChanged)
humanoid.Died:(()
(player, )
id = (voicelines[])
id
(id, player, )
(player, )
.()
(player)
data[player].hp =
)
player.Character
(player.Character)
player.CharacterAdded:(onCharacterAdded)
.(()
player.Parent
.(.(, ))
.(, ) <= chances[]
(player, )
id = (voicelines[])
id
(id, player, )
(player, )
.()
(player)
)()
_, player (players:())
.(()
(player)
)
players.PlayerAdded:((player)
.(()
(player)
)
)
players.PlayerRemoving:((player)
data[player] =
timers[player] =
iconCounts[player] =
player.Character
icon = player.Character:()
icon icon:()
id, info (playing)
info info.player == player
info.sound info.sound:()
info.anchor info.anchor.Parent info.anchor:()
playing[id] =
)
.(.(, ))
firstSound = (voicelines[])
firstSound
(firstSound, me, )
voice = {}
voice.say = (kind, playerName)
target = playerName players:(playerName) me
target
id
kind ==
id = (voicelines[])
kind ==
id = (voicelines[])
kind ==
id = (voicelines[])
id = (voicelines[])
id
(id, target, kind)
voice.range = (dist)
(dist) == dist >
ranges.far = dist
voice.talkRange = (dist)
(dist) == dist >=
ranges.close = dist
voice.volume = (mult)
(mult) == mult >
options.loudness = mult
voice.shutup = ()
_, info (playing)
info info.sound info.sound:()
info info.anchor info.anchor.Parent info.anchor:()
playing = {}
iconCounts = {}
_, p (players:())
(p, )
voice+549 Voicelines Hi, This script is designed for entertainment. Everything it does it reproduces random VoiceLines from different games like Forsaken or Outcome Memories. VoiceLines are played at random times or By triggers, The script is fully customizable do what you want with it or just don't touch anything you can decide for yourself, You can use it anywhere It's completely universal. This is the first Version well have fun!

Universal