// RADIO MESSAGES radio.moveout { channel CHAN_VOICE volume 0 soundlevel SNDLVL_75db wave radio/moveout.wav } radio.letsgo { channel CHAN_VOICE volume 0 soundlevel SNDLVL_75db wave radio/letsgo.wav } radio.locknload { channel CHAN_VOICE volume 0 soundlevel SNDLVL_75db wave radio/locknload.wav } radio.go { channel CHAN_VOICE volume 0 soundlevel SNDLVL_75db wave radio/go.wav } radio.vip { channel CHAN_VOICE volume 0 soundlevel SNDLVL_75db wave radio/vip.wav } Radio.CoverMe { channel CHAN_VOICE volume 0 soundlevel SNDLVL_75db wave radio/ct_coverme.wav } Radio.YouTakeThePoint { channel CHAN_VOICE volume 0 soundlevel SNDLVL_75db wave radio/takepoint.wav } Radio.HoldPosition { channel CHAN_VOICE volume 0 soundlevel SNDLVL_75db wave radio/position.wav } Radio.Regroup { channel CHAN_VOICE volume 0 soundlevel SNDLVL_75db wave radio/regroup.wav } Radio.FollowMe { channel CHAN_VOICE volume 0 soundlevel SNDLVL_75db wave radio/followme.wav } Radio.TakingFire { channel CHAN_VOICE volume 0 soundlevel SNDLVL_75db wave radio/fireassis.wav } Radio.GoGoGo { channel CHAN_VOICE volume 0 soundlevel SNDLVL_75db wave radio/com_go.wav } Radio.TeamFallBack { channel CHAN_VOICE volume 0 soundlevel SNDLVL_75db wave radio/fallback.wav } Radio.StickTogether { channel CHAN_VOICE volume 0 soundlevel SNDLVL_75db wave radio/sticktog.wav } Radio.GetInPosition { channel CHAN_VOICE volume 0 soundlevel SNDLVL_75db wave radio/com_getinpos.wav } Radio.StormFront { channel CHAN_VOICE volume 0 soundlevel SNDLVL_75db wave radio/stormfront.wav } Radio.ReportInTeam { channel CHAN_VOICE volume 0 soundlevel SNDLVL_75db wave radio/com_reportin.wav } Radio.Affirmitive { channel CHAN_VOICE volume 0 soundlevel SNDLVL_75db wave radio/ct_affirm.wav } Radio.Roger { channel CHAN_VOICE volume 0 soundlevel SNDLVL_75db wave radio/roger.wav } Radio.EnemySpotted { channel CHAN_VOICE volume 0 soundlevel SNDLVL_75db wave radio/ct_enemys.wav } Radio.NeedBackup { channel CHAN_VOICE volume 0 soundlevel SNDLVL_75db wave radio/ct_backup.wav } Radio.SectorClear { channel CHAN_VOICE volume 0 soundlevel SNDLVL_75db wave radio/clear.wav } Radio.InPosition { channel CHAN_VOICE volume 0 soundlevel SNDLVL_75db wave radio/ct_inpos.wav } Radio.ReportingIn { channel CHAN_VOICE volume 0 soundlevel SNDLVL_75db wave radio/ct_reportingin.wav } Radio.GetOutOfThere { channel CHAN_VOICE volume 0 soundlevel SNDLVL_75db wave radio/blow.wav } Radio.Negative { channel CHAN_VOICE volume 0 soundlevel SNDLVL_75db wave radio/negative.wav } Radio.EnemyDown { channel CHAN_VOICE volume 0 soundlevel SNDLVL_75db wave radio/enemydown.wav } Radio.FireInTheHole { channel CHAN_VOICE volume 0 soundlevel SNDLVL_75db wave radio/ct_fireinhole.wav } "Event.BombPlanted" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_GUNFIRE" "wave" "radio/bombpl.wav" } "Event.BombDefused" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_GUNFIRE" "wave" "radio/bombdef.wav" } "Event.HostageTouched" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_GUNFIRE" "wave" "radio/hostagecompromised.wav" } "Event.CTWin" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_GUNFIRE" "wave" "radio/ctwin.wav" } "Event.TERWin" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_GUNFIRE" "wave" "radio/terwin.wav" } "Event.RoundDraw" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_GUNFIRE" "wave" "radio/rounddraw.wav" } "Event.HostageRescued" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_GUNFIRE" "wave" "radio/rescued.wav" } "Event.HostageKilled" { "channel" "CHAN_STATIC" "volume" "1.0" "soundlevel" "SNDLVL_GUNFIRE" "wave" "radio/hosdown.wav" }