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Kydoimos

Voices in First Person Helicopter Problem

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Hi all - just wondered - there's an issue with custom voices when you are in first person in the helicopter. They are far too quiet (known bug, I think). Now, in BI's Combined Arms showcase, where you insert by helicopter, the voices sound fine. Does anybody know how they managed that? I've tried say, say3D, playsound, KBTell, etc., etc. Just can't get the voice equalisation...

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Yeah, I'm using KBTell too. But I can't get the sound right.

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Default kbTell and BIS_fnc_kbTell are somehow differ. Take a look at BIS_fnc_kbTell description at function viewer. Anyway, you can use playMusic instead of say, say3D, etc. Works fine with first person view in all vehicles.

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playmusic works? SWEET! Thanks RedEdit, I'll give that a bash! :)

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Hi mates im working on kbtell and it´s great for sp missions but i cant get it working on dedicate servers. im looking for some info about BIS_fnc_kbTell but cant find anything, any one knows how to use this BIS_fnc_kbTell?

in the function viewer only find kbtell, nothing about BIS_fnc_kbTell, may be is there but im noobie and cant find it.

edited: i found it

/*

Author: Karel Moricky

Description:

Plays conversation. Script terminates itself when conversation is finished.

Parameter(s):

_this select 0: STRING - Topic name

_this select 1 (Optional): STRING - container name (default: current mission ID)

_this select 2 (Optional): ARRAY - section to be played. Elements can be:

* STRING - "variant" - play specific variant

* ARRAY......

now just need to understand it... :confused:

Edited by Kiku_TheDog

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I've tried to use BIS_fnc_kbTell, but the only way I could get it to work was to define the sentences in the .bikb file AND and the description file, which makes it more trouble than it's worth. The kbTell system is fine by itself for most situations.

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hi again mate, im making a coop mission, using an fsm file for the misionflow, and ill like to implement conversations between the IA units and all playable unit.

i did follow this tutorials http://forums.bistudio.com/showthread.php?112012-Using-Dialogue-System-Between-Player-and-AI&p=1819976#post1819976 and everything works fine on singleplayer, when i try it on a dedicate server never works.

BIS_fnc_kbtell works? i just need to define all the sentences in the description file too? (i´ve already had the bikb file)

if you could show me an example or any of your mision using BIS_fnc_kbtell, ill really appreciate that.

i must say im a really noob editor and my english is really bad. thank you for your time!!

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Easier: unitname playSound ["soundname",true], will do the trick

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i tried it, but the .lip file doesnt work and that´s really important to me :)

using kbtell the .lip files works and play the sound in the rigth radio channel depending the distance between the player and the IA unit playing the sound.

i dicovered the fsm files looking for info about kbtell and i "learned" how to use the fsm editor and the fsm files for that reasson, now i just want to make it work on a dedicate server, but i cant find info about BIS_fnc_kbTell like a tutorial or something.

i like fsm and kbtell, my real problem, im a noob editor and my english is horrible.

thank you mate, i appreciate your answer, ill keep looking and waiting some info.

P.S. if you google BIS_fnc_kbTell, there is only 5 post with no info about that, unless that´s my experience

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just an idea: simultaneously say and playSound.... you will have a .lip and an audible chat... Indeed, inside a real vehicle you wouldn't hear anything from someones lips, you will hear from your headphones and vehicle radio....

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