jstibbsy 55 Posted July 10, 2016 I have currently got lipsync and Side radio working fine.But is there a way to have the unit's mouth move while he is talking over radio.It's done in the East Wind campaign so it must be possible.Thx Share this post Link to post Share on other sites
kylania 568 Posted July 10, 2016 setRandomLip perhaps? Share this post Link to post Share on other sites
jstibbsy 55 Posted July 10, 2016 I would rather have them look like they're speaking, I'll take a look at the campaign files.edit:I think it requires FSM Share this post Link to post Share on other sites
jstibbsy 55 Posted July 10, 2016 ok it doesn't require FSM it requires some array which (from what I see) has no way of defining who says it. Here a snippet: case "NATO": { ["30_NATO", "C_EB", nil, "SIDE", nil, nil, 1] call BIS_fnc_kbTell; }; and you would execute it with: "NATO" call BIS_fnc_missionConversations; But like I said there is no way of defining who's saying it. Anyone got ideas. Share this post Link to post Share on other sites
kylania 568 Posted July 10, 2016 Revo's new conversation system for Apex might have some ideas for you. Share this post Link to post Share on other sites
badluckburt 78 Posted July 10, 2016 This tutorial by Feuerex might helpful:https://www.youtube.com/watch?v=TvTMEjdzsZU He links to the code in his video description. Share this post Link to post Share on other sites
Kydoimos 916 Posted July 10, 2016 KBTell is the way to go! Can't create code boxes for the below, as I'm having some browser trouble (couldn't copy and paste either, so check for typos!) ​Description.ext class CfgSounds { sounds[]= { "FauxSpeech" }; class Faux_Speech { scope=1; sound[] = { "PATH TO YOUR AUDIO FILE", 5, 1 }; titles[]={}; }; }; Sentences.bikb ​​class Sentences { class Faux_Speech { text = ""; speech[] = {"\FauxSpeech.ogg"}; actor = ""; variant = ""; variantText = ""; class Arguments {}; }; }; ​ class Arguments {}; class Special {}; startWithVocal[] = {hour}; startWithConsonant[] = {Europe, university}; ​Script.sqf // Conversation _mySpeaker kbAddTopic ["conv", "Sentences.bikb", "", ""]; _mySpeaker kbTell [player, "conv", "Faux_Speech"]; // Turn off other chatter enableSentences false; Share this post Link to post Share on other sites
jstibbsy 55 Posted July 11, 2016 I might not have made it clear enough. I have the lipsync and all that working fine (there mouths move and everything and audio comes out)What i would like is that when the unit (lets say Delta) talks over radio he can be heard also from him directly. Kinda like if you talk through a radio you'll hear you talking through the radio but you'll also hear you talking from the mouth.ps. Kydoimos I've been doing most of that, I don't use description.ext as if you just had. CfgSound then code is direct and kbtell already has that ability. Kinda like CfgRadio but with the Kbtell ability.Thx guys Share this post Link to post Share on other sites
badluckburt 78 Posted July 11, 2016 What i would like is that when the unit (lets say Delta) talks over radio he can be heard also from him directly. Kinda like if you talk through a radio you'll hear you talking through the radio but you'll also hear you talking from the mouth. I don't think the engine supports that. It would be a neat feature so hopefully someone can tell me I'm wrong :) Share this post Link to post Share on other sites
jstibbsy 55 Posted July 11, 2016 The East Wind campaign did it so it must be possible. Like I said up further there is a snippet of the code, yet it doesn't define who is saying it. Share this post Link to post Share on other sites