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todayskiller

Editor Help

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Hello, before I begin, I Wasn't sure if I should post this in General Discussion or missions.

But I have a few questions about the editor, which I'm not sure If I can do or not.

1. Is there a way I can record my voice and insert it into one of my missions? such as, telling what the objective is or something of the sort (like in the campaign, what BI did)

2. If that isn't possible is there a way I can at least insert text? Such as stating what the objective is, just without sound.

-TodaysKiller

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That guide is a good place to start but the editing forum is the right place in terms of the voice you need to be able to record it in an ogg format and then call for it through triggers or whatever.

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Yeah read all the stickies and the material of the links which are posted there. That'll keep u busy for quite some time . . . me thinks:D and experiment a lot in the editor.

kind regards

p.s the search button is one of your best friends on this forum. :D

Edited by nettrucker

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Thanks for all the replies, I'll try all those solutions. (and yeah, I get a little lazy when it comes to searching for other topics :D...My Apologies). I'll let you know if I have any other problems (or the Mission editing) :)

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That was just a suggestion which will keep you out of trouble.LOL:D

Being lazy is a luxury we don't have here at BI forum.:eek:

Just kidding.:D

First learn the basics of the editor . . . implementing soundfiles is bit advanced if you are not familiar with the most fundamental stuff. Mr Murrays editing bible is full of examples and it covers all aspects of mission editing custom soundfiles included.

kind regards

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Hello, before I begin, I Wasn't sure if I should post this in General Discussion or missions.

But I have a few questions about the editor, which I'm not sure If I can do or not.

1. Is there a way I can record my voice and insert it into one of my missions? such as, telling what the objective is or something of the sort (like in the campaign, what BI did)

2. If that isn't possible is there a way I can at least insert text? Such as stating what the objective is, just without sound.

-TodaysKiller

Yes. :yay:

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That was just a suggestion which will keep you out of trouble.LOL:D

Being lazy is a luxury we don't have here at BI forum.:eek:

Just kidding.:D

First learn the basics of the editor . . . implementing soundfiles is bit advanced if you are not familiar with the most fundamental stuff. Mr Murrays editing bible is full of examples and it covers all aspects of mission editing custom soundfiles included.

kind regards

Yeah, I understand most of the basic stuff such as inserting units, synchronizing, etc etc. (real basic stuff lol)...Scripting on the other hand, I have no idea how to do.

Would that be something I would need to know before I try inserting sounds and what not.

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Hi todays killer

i'm not a scripting guru myself but you can do pretty much stuff using simple code snippets or even BIS functions.

Read the editing guide by Mr. Murray once you've done that experiment a bit inside the editor. In case you have questions editing related please search first in the mission editing section for related topics, since most of the questions have already been answerd a thousand times before. In case you have still questions and couldn't find an appropriate answer only than open a new topic.

I guess that you are eager to get some custom sound files into your mission, so in that case read the custom sound section Of Mr. Murrays guide that will give you some idea what to do.

You need in any case a sound editor to get custom sounds done. Microphone. and a programm that will convert WAV or mp3 format into ogg format which you need to get the soundfile converted propperly.

You need also to compile the description.ext in order to make the game recognize that you are using external custom sounds or music and import it in the game in order to make them work.

kind regards

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I believe it is still possible use ArmA Edit to import sounds into your missions.

To convert sound files I use dBpower amp Music Converter and SB tools for recording stuff.

Thats an easy option, probably not the best way to go.

I haven't done anything sound wise since the release of OA, so things may have changed...

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I believe it is still possible use ArmA Edit to import sounds into your missions.

To convert sound files I use dBpower amp Music Converter and SB tools for recording stuff.

Thats an easy option, probably not the best way to go.

I haven't done anything sound wise since the release of OA, so things may have changed...

Yes that is correct you can still use ArmA edit by Chris Henderson to overcome the tedious work of compiling the description.ext manually.

I use dB poweramp converter myself and as sound editor I'm using wavelab by Steinberg since the first time I implemented custom sounds in my missions.

kind regards

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Well, I went to the editing forum or w/e but no one has replied within an hour...so Hope you guys can help me here :D.

I have another question, is there anyway that I can make a unit follow two waypoints back and forth forever? without having to create 50 waypoints lol.

I was trying to do a trigger on it but it didn't work (unless I'm doing it wrong)

Thanks

-TodaysKiller

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Well, I went to the editing forum or w/e but no one has replied within an hour...so Hope you guys can help me here :D.

I have another question, is there anyway that I can make a unit follow two waypoints back and forth forever? without having to create 50 waypoints lol.

I was trying to do a trigger on it but it didn't work (unless I'm doing it wrong)

Thanks

-TodaysKiller

Be patient someone will surely reply in case he knows the answer and avoid crossposting, in case you opened another thread in the mission editing section.

Please post editing related things in ArmA II mision editing section

You can cycle or loop waypoints. Just make sure last waypoint type is a cycle waypoint. Select cycle waypoint type in the drop down menu. Make sure it is the last waypoint set for the units

kind regards

Edited by nettrucker

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My bad about crossposting...I'm just a noob needing answers lol...Well, I know I need to be patient...but you can tell me all I need to know about editing :) (that is, if you want) lol.

Edited by todayskiller

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HOW TO INSERT DIALOGS IN YOUR MISSION (hope that this doesn't come too late :p )

1. Record sentence by sentence and save them in Audacity or whatever program as .ogg file.

Example dialog:

Dude 1 says: "Yo, what's up?"

Dude 2 says: "Nothing - still having a hangover from last night!"

The names of the files are - let's say:

sentence1.ogg

and

sentence2.ogg

Create a folder called sounds in your mission folder and put the .ogg files in it.

2. Create a file -> stringtable.csv

Put this file in your mission folder.

3. In this stringtable you put in the first line:

LANGUAGE,English

4. In the next line you put this:

STR_dialog1,"Yo, what's up?"
STR_dialog2,"Nothing - still having a hangover from last night!"

5. Create a file called description.ext

Put this file in your mission folder.

6. In this description you put:

class CfgSounds
{

sounds[] = {};



class STR_dialog1
{
	name = "STR_dialog1";
	sound[] = {"\sounds\sentence1.ogg", db+5, 1.0};
	titles[] = {0, $STR_dialog1};
};

class STR_dialog2
{
	name = "STR_dialog2";
	sound[] = {"\sounds\sentence2.ogg", db+5, 1.0};
	titles[] = {0, $STR_dialog2};
};

};

7. Load your mission in the editor and put 2 units somewhere and name them dude1 and dude2.

Make dude1 as the player

Now create a trigger, let's say 5m x 5m.

In the Activation line you put the following:

call { [] execVM "dialog.sqf"; };

Press OK and press F2 and link the trigger to the player unit (dude1).

8. Create a script file called dialog.sqf in your mission folder.

In this file you put the following:

dude1 say "STR_dialog1";

sleep 2;

dude2 say "STR_dialog2";

if (true) exitWith {};

9. SAVE the mission in the editor and LOAD it again.

Preview the mission.

If you (dude1) now enter the trigger area, the following should happen:

- The trigger is activated by dude1

- The activation line calls the script dialog.sqf

- The script runs and calls STR_dialog1 (and STR_dialog2 after a sleep of 2 seconds).

- The game will now check the description.ext and see that

-------> a subtitle was configured, which is situated in the stringtable.csv

-------> a soundfile also was configured, which is under the path sounds\sentence1.ogg

- Sound and subtitle are played - you're done! :)

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7. Load your mission in the editor and put 2 units somewhere and name them dude1 and dude2.

Make dude1 as the player

Now create a trigger, let's say 5m x 5m.

In the Activation line you put the following:

call { [] execVM "dialog.sqf"; };

Press OK and press F2 and link the trigger to the player unit (dude1).

8. Create a script file called dialog.sqf in your mission folder.

In this file you put the following:

dude1 say "STR_dialog1";

sleep 2;

dude2 say "STR_dialog2";

if (true) exitWith {};

9. SAVE the mission in the editor and LOAD it again.

Preview the mission.

Hi, thanks so much for such a detailed walkthrough.

I tried to see if I could make it work. I have never used the Editor before and had some problems understanding step 7 ("press F2 and link the trigger to the player unit (dude1)"). I was expecting some dialog box to manage the way they are linked? I managed to get a line between the trigger and him, but is that how this should be done?

Also, I simply previewed the mission, and it did not play the dialog. Would step 9 help, ie. Save and re-load it? Is that required?

Finally, my mission was not saved to the game folder, rather in some User data folder, I suppose that is OK?

Thanks for any pointers to these questions!

-OP

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