Left 4 Dead 2

Left 4 Dead 2

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Info_remarkable Uses
By Evil
A list of info_remarkable responses. Contains all entries from the main base vpk.
   
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A quick word
If you're here you're probably like me, you mostly avoided using these because a lot of them only function on a specific map and it's just too much effort going back and forth testing these.

A complete lack of any list indicating which may or may not function certainly doesn't help. So I figured I'd go through all commentary files in the main vpk file and test which ones function by simply using their response context.

A list of both functioning and non functioning response contexts can be found below. Each input in the functioning list contains the line heard while testing the response context. Be mindful that some responses that seem generic may also have lines referencing a specific map (I.E. I heard 'this way', but another player could say 'under the coaster').

* Note: I didn't test C2M2 or half of C2M4 as these responses are very specific and probably won't be useful (peanut guy, shooting gallery, etc).
Functioning Response Context
WorldC1M1First ('holy s**t, zombies')
WorldC1M1StairsSign ('we need to find the stairs')
WorldC1M1Ledge ('can use ledge to get around fire')
WorldC1M1DownStairs ('stairs')
WorldC1M1ElevatorBroken ('elevator is broken')
WorldC1M1CedaMaps ('i'm going to new orleans')
WorldC1M1DownHere ('we can get through there')
WorldC1M1FireRoom ('fire in here too')
C1M1OverTable ('over here')
C1M1SearchRooms ('search these rooms')
C1M1ThroughThisDoor ('through this door')
C1M1AroundFire ('this place is burning up fast')
RemarkWorldC1M2SpotGunStore ('gun store up ahead')
WorldC1M2MallThisWay ('heading right way to the mall')
WorldC1M2InHere ('bridge to mall is blocked, need to find another way')
WorldC1M2DownStairs ('down here')
WorldC1M2Abandoned ('this whole city looks abandoned') // Far range
WorldC1M2Dumpster ('over this dumpster')
WorldC1M2JumpTruck ('jump on to the truck')
WorldC1M2GunStoreClose ('getting close to that gun store')
WorldC1M2UpStairs ('we can get up here')
WorldC1M2MallSignHere ('thank god, the mall')
WorldC1M2MadeIt ('that gun store is around here somewhere')
WorldC1M2Close ('we've gotta be getting close to that mall')
C1M3UpEscalator1 ('up this escalator')
C1M3ThroughHere ('through here')
C1M3ThisWay ('evac is that way')
C1M3FoodCourtOkay ('please let the food court be okay')
C1M3FoodCourtNotOkay ('poor food court never stood a chance')
C1M3OverHere ('over this door')
C1M3SearchRooms ('search those rooms')
C1M3CarefulWindows ('get ready, the alarm is going to sound')
C1M3DownHere ('down here')
C1M3UpEscalator3 ('up this escalator')
C1M3DiscoPants ('bout time a store offers a man a haircut while he buys himself some pants')
C1M3DownHere2 ('down here')
C1M3AlarmDoors ('get ready, the alarm is going to sound')
pathc2m1_billboard ('oh good, whispering oaks, I use to go there as a kid') // Far range
c2m1_pool ('those people sucked at high diving')
c2m1_downstairs ('down here')
c2m1_throughwindow ('through this window') // Seems to only function on reload?
c2m1_throughhere ('through here')
c2m1_campsite ('we ain't the only ones that thought to use this short cut')
c2m1_uphill ('we can get up here')
c2m1_followriver ('we gotta cross the valley')
c2m3_water ('this water don't look natural')
c2m3_hole ('down this hole'. 'come on, let's all do this together')
c2m3_freshair ('first time I couldn't wait to get out of the tunnel of love')
c2m3_overfence ('over this fence')
///(Following entries tested for functionality by ZOMBUSTER[bL0u3]d°ç°b)
c2m1_carwreckage - ???
c2m1_park - ???
c2m2_candymachine - ??? / Coach only
c2m2_cottoncandy - ???
c2m2_lilpeanut - ???
c2m4_stadium - ???
c2m2_miscfood - ???
c2m2_entrancesign - ???
pathc2m1_abandonedcars - ??? / Nick only
c2m1_carwreckage - ???
c2m1_searchlights - ???
c2m2_kiddieland - ??? / Possibly Ellis only
c2m2_favoriteride - ??? / Coach only
c2m2_topofslide - ???
c2m3_coollight - ???
c2m3_cementriver - ???
///
WorldC3M1Path01 ('we should search these houses for supplies')
WorldC3M1FerryNag ('we gotta call that boat over here')
WorldC3M1FerryNaga ('activate the ferry')
WorldC3M1FerryCrossing ('hey Nick, I use to have a suit just like that..')
WorldC3M1CheckingHouses ('looks like people left here in a rush')
WorldC3M1Walkways ('from the looks of this walk way, they don't have trial lawyers around here')
WorldC3M1Stairs ('stairs!')
WorldC3M1WhichWay ('anyone wanna pick a way to go?')
WorldC3M1WeShouldGetBackUp ('come on, up on the walk way')
WorldC3M1StayOn ('stay on the walk ways')
WorldC3M1FeedGator ('tour ended here, I think we gotta keep moving')
WorldC3M1PlanksRight ('they have planks down over here')
C3M1NoSwimming ('they actually have to put a no swimming sign up in the gator park?')
C3M2OverTree ('over this tree')
C3M2PlaneCrash ('a downed plane')
C3M2PlaneDoorNag ('you know an alarm is gonna sound when we open this, right?')
C3M2SickOfSwamp ('sick of this swamp')
C3M2UnderWaterShack ('this place makes Cleveland look nice')
C3M2Road ('dry land up ahead')
C3M2Village1 (all survivors call out 'hello?' continuously)
C3M2Village2 (all survivors call out 'hello?' continuously)
C3M2WhereAreWe ('where the hell are we?')
C3M2Bathtub ('hey Ellis, there's a bath tub, you ever seen one before?)
C3M3SearchHouses ('search for supplies')
C3M3ThroughHere ('through this house')
C3M3Bodies ('now that's alot of bodies')
C3M3Stairs ('there's stairs')
C3M3UpHereaw ('through here')
C3M3LowerGate ('lower the plank')
C3M3StayUpHere ('lower the bridge')
C3M3ThisWay ('come on, this way')
C3M3SafeHouseAhead ('there's the /corrals?/')
C3M3Unsanitary ('you know how many germs are on that thing?')
c3m4Radio ('let's try the radio')
c3m4DownRoad ('let's head down this road')
c3m4Scaffold ('we can get in up there')
c3m4Shacks ('check for supplies')
c3m4Outhouse ('outhouse in big house')
c4m1_InBurgerTank ('I never thought I'd miss a gun so much')
c4m1_carcrash ('damn that was quite a wreck')
c4m1_playground ('through this playground')
c4m1_garagesale ('we can cut through this garage sale')
c4m1_nogas ('no gas' banter)
c4m2_millentrance ('in here')
c4m2_millentranceexit ('this way')
c4m2_upramp ('up that ramp')
c4m2_upthestairs ('up here')
c4m3_uppipes ('up this pipe')
c4m3_ducatelsign ('there's the entrance, we're almost out of here')
WorldSignRestrictedArea ('restricted area')
WorldSignReportUnusual ('report unusual behavior')
WorldSignsInfectedDetected ('infected detected in this area? no crap')
WorldC502Alley ('anybody see an onramp?')
WorldSignFormLine ('form orderly line..'/laugh tone)
WorldSignC5AlarmWillSound ('ah man, we have to run to the tower?')
WorldSignWhereIsCEDA ('where is Ceda? Good question!')
C5M3Freeway ('this freeway has gotta hook up with the bridge')
C5M3CrashedHeli ('zombies didn't take down this helicopter')
C5M3UpSteps ('let's try upstairs')
C5M3Manhole ('christ, not the sewer')
C5M3UpLadder ('everybody up the ladder')
C5M3SewerComment ('oh my god it stinks inside my head')
C5M4PoolTable ('if things were different I could really enjoy this place')
C5M4Alley ('which way?')
C5M4TractorNag ('somebody wanna start the tractor?')
C5M4SeeBridge ('bridge!') - Far range
Non-Functioning Response Context
WorldC1M1KnowBoomer
WorldC1M1FireSpreading
WorldC1M1DoorFire
WorldC1M1AlmostThere
RemarkWorldC1M2OutsideGunStore
WorldC1M2BigGuns
C1M3DownTheEscalator1
C1M3UpEscalator2w
C1M3TurnOffAlarm1 (and all subsequent params)
C1M3CEDAGone1
C1M3CEDAGone2
C1M3SafeRoomNear
pathc2m1_abandonedcars
c2m1_carwreckage1
c2m1_carwreckage2
c2m1_busblock
c2m1_offrampa
c2m1_offrampb
c2m1_offrampc
c2m1_offrampd
c2m1_searchlightsa
c2m1_motelsign
c2m1_riders
c2m1_upstairsa
c2m1_upstairsb
c2m1_checkroomsa
c2m1_checkroomsb
c2m1_checkroomsc
c2m1_checkroomsd
c2m1_cliffa
c2m1_cliffb
c2m1_cliffc
c2m1_cliffd
c2m1_hillcomplain
c2m1_parka (and all subsequent)
c2m1_saferoom
c2m1_throughmotela
c2m1_throughmotelb
c2m1_throughmotelc
c2m3_coollighta
c2m3_exittunnel
c2m3_screamingoaka
c2m3_screamingoakb
c2m3_screamingoakc
c2m3_rubblea (and all subsequent)
c2m3_coollighta
c2m3_wayblocked1
c2m3_cementrivera
c2m3_cementriverb
c2m3_cementriverc
c2m3_venta
c2m3_swanpileup
c2m3_swanrooma
c2m3_aroundblocka
c2m3_aroundblockb
c2m3_aroundblockc
c2m3_longesttunnela
c2m3_longesttunnelb
c2m3_undercoaster
c2m3_tracks01 (and all subsequent)
c2m3_coasteroffa
c2m3_coasteroffb
c2m3_coasteroffc
c2m3_saferoomenda
c2m4_onroofa
c2m4_onroofb
c2m4_evaca
c2m4_evacb
c2m4_gatebutton
WorldC3M1Path01a
WorldC3M1Litter
WorldC3M1LightsOn
C3M1EarlsGatorVillage
C3M2Start
C3M2StartDryaw
C3M2PlaneDoorNaga
C3M2Garbage
C3M2WhereAreWe
C3M2Garbage
C3M3Stairs2
C3M3ThroughThisHouse
C3M3MoreShacks
C3M3UsePlanks
C3M#BridgeDown
c3m4House
c3m4InHouse
c4m1_roadclosed
c4m1_saferoomclose
c4m1_boata
c4m1_boatb
c4m2_streetblockeda
c4m2_streetblockedb
c4m2_streetblockedc
c4m2_waterpoola
c4m2_waterpoolb
c4m2_waterpoolc
c4m2_seegasstationa (and all subsequent)
c4m2_weathera (and all subsequent)
c4m2_seesaferooma
c4m2_seesaferoomb
c4m2_gasinsidesigna
c4m2_gasinsidesignb
c4m2_gasinsidesignc
c4m3_raina (and all subsequent)
c4m3_canea (and all subsequent)
c4m3_elevatora
c4m3_elevatorb
c4m3_elevatorc
c4m3_downstairsa
c4m3_floodeda (and all subsequent)
c4m3_overtanka
c4m3_overtankb
c4m3_thiswaya
c4m3_downhere1
c4m3_downhere2
c4m3_crosshere1
c4m3_crosshere2
c4m3_safehousedowna
c4m3_safehousedownb
c4m3_safehousedownc
c4m4_floodeda
c4m4_useroofsa
c4m4_useroofsb
c4m4_useroofsc
c4m4_porchlighta
c4m4_garagesalea
c4m4_garagesaleb
c4m4_playgrounda
c4m4_pastplaygrounda (and all subsequent)
c4m4_safehousea
WorldSignDeadlyForce
WorldSignColdBeer
WorldSignContagious
WorldSignReportSick
WorldC502Horse
WorldC502SmellBath
WorldC502Smell
WorldC502NotZombies
WorldSignPhotography
WorldC502AlarmButton
WorldC502BusStory
WorldC502SpotSafeHouse
C5M3Bodies
C5M3WarGrafitti
C5M3InSewer
C5M3SeeGraveyard
C5M3OffHighway
C5M3SafeZone
C5M3SeeSaferoom
C5M4InMiniFinale
C5M4SeeSafeRoom