rcmw 10 Posted June 27, 2013 Ok I had the idea of redoing the Arrowhead campaign from the point of view of maybe one solder at a time, ie on the 1st mission you select Infantry, Armour, Pilot or Special Forces and then play all the Arrowhead missions as this role. Now when I opened up the POBs and started to have a look at them I didn’t find any sound files, after some searching I found they played them directly from the dubbing_e.pob file with a command like class airstrip_captured_D_0 { text = "$STR_EP1_airstrip_captured_D_0"; speech[] = {"\ca\dubbing_e\ce1_good_morning_takistan\Airstrip_captured\airstrip_captured_D_0.ogg"}; class Arguments {}; }; Inside the dubbing e file I also found a host of unused sound files, and the dubbingradio_e has all the unit sound commands for example dubbingradio_e\RADIO\Male01EN\DEFAULT\AreaClear.ogg Now what I want is an easy way to get theses command to play in mission, for the possible reworked Arrowhead campaign and also because if I can get the dubbingradio_e to play you can create almost any radio message in any mission! I have tried to get them to play using my normal class CfgRadio Definition but am unable to get it to work. class CfgRadio { // List of sounds (.ogg files without the .ogg extension) sounds[] = {up1, up2}; // Definition for each sound class test1 { name = "test1"; // Name for mission editor sound[] = {"\ca\dubbing_e\ce1_good_morning_takistan\Airstrip_captured\airstrip_captured_L_1.ogg"}; title = "$STR_EP1_airstrip_captured_L_1"; };}; and class CfgRadio { // List of sounds (.ogg files without the .ogg extension) sounds[] = {test1, test2}; // Definition for each sound class test2 { name = "test2"; // Name for mission editor sound[] = {\ca\dubbing_e\ce1_good_morning_takistan\Airstrip_captured\airstrip_captured_L_1.ogg, db + 0, 1.0}; title = "$STR_EP1_airstrip_captured_L_1"; };}; both don’t play, I could copy the OOG files directly and use them like any other sound file but this would not help make custom messages with the dubbingradio_e, I would like to use the BAF sounds too and since I can't open the BAF POB I need a way to play them directly with a command. If this will work you can make custom radio messages for any mission with no need for voice actors or even a download! Any ideas on what command is needed? Share this post Link to post Share on other sites
h34dup 148 Posted June 28, 2013 How are you calling the sound files in-game? IIRC, BIS uses the .bikb (BI Knowledge Base) format for dialogue and radio stuff, so perhaps the sideRadio command doesn't work? There's a thread stickied to this board about the new conversation system http://forums.bistudio.com/showthread.php?91875-New-conversation-system-how-to Also maybe see http://community.bistudio.com/wiki/kbAddTopic Hope this helps! Sounds like a very cool idea... Share this post Link to post Share on other sites