lonesoldier 0 Posted September 9, 2002 Yo dudes. Ok ive got a sound of a drunk russian singing. Ive got 2 russians with heaps of bottles next to a chair. Now when you get close i want the russion to say this sound. So i put this in a trigger: russiandude say "drunksound" And then i preview the mission and it comes up with an error. So i use the effects panel to play the sound, and the sound works fine but it sounds like the russian is right in your face saying it, where as i want his voice to get loader as you approach him, and with the effects panel that is not possible So, simple question: How do i make a certain unit say a sound? Share this post Link to post Share on other sites
GAMEER_77 0 Posted September 9, 2002 Post you Decription.ext up here. PEACE Share this post Link to post Share on other sites
lonesoldier 0 Posted September 10, 2002 The sound works, i just dont know how to make a certain unit say it. class CfgRadio { sounds[] = { affirmative, casualty, demo1, demo, detect, enemycontact, enemysighted, friendlies1, goodbye, gotcargo, gotem, gotit, heavyfire, heshistory, holdpos, inpos, killconfirmed, lockandload, mandown, manlost, movingout, murphy1, murphy2, naildem, objcomp, objcomp1, objreached, onourway, pinned, prissec, rocknroll, roger, surrender, takinglead, tank1, tank2, tankdead, theyrecivs, underfire, wegotwound, weregone, werehere, beenmade, needmedic, werespotted, scenicroute, mandown1, manlost1, casualty1, gotem1, naildem1, heshistory1, goodbye1, killconfirmed1 }; class affirmative { name = ""; sound[] = {"affirmative.ogg", db, 1.0}; title = $STRM_affirmative; }; class casualty { name = ""; sound[] = {"casualty.ogg", db, 1.0}; title = $STRM_casualty; }; class demo1 { name = ""; sound[] = {"demo1.ogg", db, 1.0}; title = $STRM_demo1; }; class demo { name = ""; sound[] = {"demo.ogg",db-0,1.0}; title = $STRM_demo; }; class detect { name = ""; sound[] = {"detect.ogg",db-0,1.0}; title = $STRM_detect; }; class enemycontact { name = ""; sound[] = {"enemycontact.ogg", db, 1.0}; title = $STRM_enemycontact; }; class enemysighted { name = ""; sound[] = {"enemysighted.ogg", db, 1.0}; title = $STRM_enemysighted; }; class friendlies1 { name = ""; sound[] = {"friendlies1.ogg", db, 1.0}; title = $STRM_friendlies1; }; class goodbye { name = ""; sound[] = {"goodbye.ogg", db, 1.0}; title = $STRM_goodbye; }; class gotcargo { name = ""; sound[] = {"gotcargo.ogg", db, 1.0}; title = $STRM_gotcargo; }; class gotem { name = ""; sound[] = {"gotem.ogg", db, 1.0}; title = $STRM_gotem; }; class gotit { name = ""; sound[] = {"gotit.ogg", db, 1.0}; title = $STRM_gotit; }; class heavyfire { name = ""; sound[] = {"heavyfire.ogg", db, 1.0}; title = $STRM_heavyfire; }; class heshistory { name = ""; sound[] = {"heshistory.ogg", db, 1.0}; title = $STRM_heshistory; }; class holdpos { name = ""; sound[] = {"holdpos.ogg", db, 1.0}; title = $STRM_holdpos; }; class inpos { name = ""; sound[] = {"inpos.ogg", db, 1.0}; title = $STRM_inpos; }; class killconfirmed { name = ""; sound[] = {"killconfirmed.ogg", db, 1.0}; title = $STRM_killconfirmed; }; class lockandload { name = ""; sound[] = {"lockandload.ogg", db, 1.0}; title = $STRM_lockandload; }; class mandown { name = ""; sound[] = {"mandown.ogg", db, 1.0}; title = $STRM_mandown; }; class manlost { name = ""; sound[] = {"manlost.ogg", db, 1.0}; title = $STRM_manlost; }; class movingout { name = ""; sound[] = {"movingout.ogg", db, 1.0}; title = $STRM_movingout; }; class murphy1 { name = ""; sound[] = {"murphy1.ogg", db, 1.0}; title = $STRM_murphy1; }; class murphy2 { name = ""; sound[] = {"murphy2.ogg", db, 1.0}; title = $STRM_murphy2; }; class naildem { name = ""; sound[] = {"naildem.ogg", db, 1.0}; title = $STRM_naildem; }; class objcomp { name = ""; sound[] = {"objcomp.ogg", db, 1.0}; title = $STRM_objcomp; }; class objcomp1 { name = ""; sound[] = {"objcomp1.ogg", db, 1.0}; title = $STRM_objcomp1; }; class objreached { name = ""; sound[] = {"objreached.ogg", db, 1.0}; title = $STRM_objreached; }; class onourway { name = ""; sound[] = {"onourway.ogg", db, 1.0}; title = $STRM_onourway; }; class pinned { name = ""; sound[] = {"pinned.ogg", db, 1.0}; title = $STRM_pinned; }; class prissec { name = ""; sound[] = {"prissec.ogg", db, 1.0}; title = $STRM_prissec; }; class rocknroll { name = ""; sound[] = {"rocknroll.ogg", db, 1.0}; title = $STRM_rocknroll; }; class roger { name = ""; sound[] = {"roger.ogg", db, 1.0}; title = $STRM_roger; }; class surrender { name = ""; sound[] = {"surrender.ogg", db, 1.0}; title = $STRM_surrender; }; class takinglead { name = ""; sound[] = {"takinglead.ogg", db, 1.0}; title = $STRM_takinglead; }; class tank1 { name = ""; sound[] = {"tank1.ogg", db, 1.0}; title = $STRM_tank1; }; class tank2 { name = ""; sound[] = {"tank2.ogg", db, 1.0}; title = $STRM_tank2; }; class tankdead { name = ""; sound[] = {"tankdead.ogg", db, 1.0}; title = $STRM_tankdead; }; class theyrecivs { name = ""; sound[] = {"theyrecivs.ogg", db, 1.0}; title = $STRM_theyrecivs; }; class underfire { name = ""; sound[] = {"underfire.ogg", db, 1.0}; title = $STRM_underfire; }; class wegotwound { name = ""; sound[] = {"wegotwound.ogg", db, 1.0}; title = $STRM_wegotwound; }; class weregone { name = ""; sound[] = {"weregone.ogg", db, 1.0}; title = $STRM_weregone; }; class werehere { name = ""; sound[] = {"werehere.ogg", db, 1.0}; title = $STRM_werehere; }; class beenmade { name = ""; sound[] = {"beenmade.ogg", db, 1.0}; title = $STRM_beenmade; }; class needmedic { name = ""; sound[] = {"needmedic.ogg", db, 1.0}; title = $STRM_needmedic; }; class werespotted { name = ""; sound[] = {"werespotted.ogg", db, 1.0}; title = $STRM_werespotted; }; class scenicroute { name = ""; sound[] = {"scenicroute.ogg", db, 1.0}; title = $STRM_scenicroute; }; class mandown1 { name = ""; sound[] = {"mandown1.ogg", db, 1.0}; title = $STRM_mandown1; }; class manlost1 { name = ""; sound[] = {"manlost1.ogg", db, 1.0}; title = $STRM_manlost1; }; class casualty1 { name = ""; sound[] = {"casualty1.ogg", db, 1.0}; title = $STRM_casualty1; }; class gotem1 { name = ""; sound[] = {"gotem1.ogg", db, 1.0}; title = $STRM_gotem1; }; class naildem1 { name = ""; sound[] = {"naildem1.ogg", db, 1.0}; title = $STRM_naildem1; }; class heshistory1 { name = ""; sound[] = {"heshistory1.ogg", db, 1.0}; title = $STRM_heshistory1; }; class goodbye1 { name = ""; sound[] = {"goodbye1.ogg", db, 1.0}; title = $STRM_goodbye1; }; class killconfirmed1 { name = ""; sound[] = {"killconfirmed1.ogg", db, 1.0}; title = $STRM_killconfirmed1; }; }; class CfgSounds { class deadside { name = "Deadside"; sound[] = {"deadside.ogg", db, 1.0}; titles[] = {0, $STRM_deadside}; }; class myguts { name = "myguts"; sound[] = {"myguts.ogg", db, 1.0}; titles[] = {0, $STRM_myguts}; }; class drunk { name = "drunk"; sound[] = {"drunk.ogg", db, 1.0}; titles[] = {0, $STRM_drunk}; }; }; class CfgMusic { class orion { name = "orion"; sound[] = {"orion.ogg", db, 1.0}; titles[] = {0, $STRM_orion}; }; class JBB { name = "JBB"; sound[] = {"JBB.ogg", db, 1.0}; titles[] = {0, $STRM_JBB}; }; }; Share this post Link to post Share on other sites
shadow 6 Posted September 10, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (LoneSoldier @ Sep. 09 2002,09:46)</td></tr><tr><td id="QUOTE">So i put this in a trigger: russiandude say "drunksound" And then i preview the mission and it comes up with an error. So i use the effects panel to play the sound, and the sound works fine but it sounds like the russian is right in your face saying it, where as i want his voice to get loader as you approach him, and with the effects panel that is not possible<span id='postcolor'> hmmm "say" should'nt generate an error if the sound works in 'anonymous-mode' What is the error-msg? Share this post Link to post Share on other sites
GAMEER_77 0 Posted September 10, 2002 You fool! you need to put a name into the name part of each one. Then use drunkdude say "Imgettingmarriedinthemorning" PEACE Share this post Link to post Share on other sites
iNeo 0 Posted September 10, 2002 Yeah. Btw, where did you find all those sounds? Share this post Link to post Share on other sites