9/01/98
The sounds in sounds6.zip include:

affirm		Affirmative (from Weapons Factory)
alarm		beep beep beep (from WF)
balcony		INCOMING thru BALCONY (from WF)
bummer		Aww no! (from Worms2)
bungee		Man on a rope! (from Worms2)
burp		burp and fart noises (from WF)
cya		Cya later alligator. Wah! (from Worms2)
daffy		Daffy Duck's laugh: "Muahahaha" (from WF)
feelgood	I feel good (from Worms2)
funkychicken	funkay chicken (from Worms2)
laugh		hahahahehe (from Worms2)
laugh2		HAHAHAHAHAHAHAHAHA (from WF)
loon		a loon calling (from powwow)
main		INCOMING thru MAIN ENTRY (from WF)
morons		Morons. I've got morons on my team. (from WF)
neg		that's a negative (from WF)
onD		On Defense (from WF)
onO		On Offense (from WF)
sigh		ahhhh (from powwow)
water		INCOMING thru WATER route (from WF)
wtf		What the Fuck!? What the Fuck! (Korn)


To use Q2 lmctf sounds....
put all the .wav's in the lmctf/sound/radio  and/or  lmctf/sound/voice
directory (make the folders if needed)
when playing LMCTF, in the console, type
play_team <sound>
play_voice <sound>
ex:  play_team _doh (this sound would have to be in lmctf/sound/radio)
play_voice _getoutta (this sound would have to be in lmctf/sound/voice)

or bind it to a button:
There are new commands for key binding on the keypad located at the
(number lock, /, *, +. - ) pad area . You know, over on the right
side of the key board. These keys can be bound separately from their
corresponding duplicates elsewhere on the keyboard. . So this gives
us 15 more available keys for binding commands. Here is an example:

bind "KP_DOWNARROW" "say How'd You Like That Kung Foo Shit?"

bind "pause" "play_team <sound>"
bind "KP_SLASH" "play_team _doh; say doh!"
bind "KP_MINUS" "play_team _lockstep1; exec lockstep1.txt"  //{put lockstep1.txt into your lmctf folder}
bind "KP_HOME" "play_voice _laugh; say hahahahaha
bind "KP_UPARROW" "play_team 
bind "KP_PGUP" "play_team 
bind "KP_LEFTARROW" "play_team 
bind "KP_5" "play_team 
bind "KP_RIGHTARROW" "play_team 
bind "KP_PLUS" "play_team _affirm; say_team AFFIRMATIVE"
bind "KP_END" "say_team INCOMING thru MAIN ENTRY; play_team _main"
bind "KP_DOWNARROW" "say_team INCOMING thru WATER route; play_team _water"
bind "KP_PGDN" "say_team INCOMING thru BALCONY; play_team _balcony"
bind "KP_INS" "play_team 
bind "KP_DEL" "play_team 
bind "KP_ENTER" "play_team _neg; say_team NEGATIVE"


Whatever you bind to the "PAUSE" key will also be bound to the "NumLock" key. But not vise-versa.