Variable 322 Posted August 13, 2018 Sorry, perhaps I wasn’t clear. The difference is that in the Arma 3 version you have to initialize the mod from within the mission using a game logic. However, in the Arma 2 version, the mod worked even with missions that were made even before the mod existed, and did not require any modification on the mission side. Also, the mod seems to distinguish between sides only, if you have e.g. AAF and PMC they would all speak greek or whatever independent would speak, if I’m not mistaken the Arma 2 version worked by faction, not side. In any case, great job reviving this mod, thanks for your efforts! Share this post Link to post Share on other sites
Titi 68 Posted August 13, 2018 On 13/08/2018 at 1:17 PM, Variable said: Sorry, perhaps I wasn’t clear. The difference is that in the Arma 3 version you have to initialize the mod from within the mission using a game logic. However, in the Arma 2 version, the mod worked even with missions that were made even before the mod existed, and did not require any modification on the mission side. Also, the mod seems to distinguish between sides only, if you have e.g. AAF and PMC they would all speak greek or whatever independent would speak, if I’m not mistaken the Arma 2 version worked by faction, not side. In any case, great job reviving this mod, thanks for your efforts! Mod works in Arma 2 with a command line within its init.sqf. Then every mission had to be modified. The difference on Arma 3 is a game logic on map instead changing init.sqf file. or See advanced customizing section for addon maker in wiki page for the other case : https://community.bistudio.com/wiki/RUG_DSAI There was a defaut advanced setting in installation, I can't remember if it worked but the counterpart was to make several mods or moving pbos from addon folder to unused language folder for all players. (starting game, connecting to server, disconnecting coz bad voices version, shuting down game, moving pbos, starting game and connecting again). For a same side changing German to Russian involved to move russian pbo by the German one from folder to another. In case of MP synchronized server you were oblige to shut down it, moving pbos and restart it to play the mission with the wanted voices. Pretty annoying. Worked with sides only on Arma 2 May be you can deal a faction with below : Set specific language for unit (should be leader of group): _unit setVariable ["RUG_DSAI_LANG", "RUG_DSAIENG"]; Share this post Link to post Share on other sites
Titi 68 Posted November 2, 2018 Update v1.1 Changelog: - Added language configuration per factions (vanilla, RHS, CUP). These factions don't need to be configured by mission designer and units speak automatically in any mission (exception see note) - Added "Disable sentences" CBA setting in "DSAI" category, checked by default - Optimized much code (init mainly) - Some scheduled code is replaced with unscheduled counterpart Thanks to Dystopian1 for these new features Note: CSAT faction (greek) is not listed in CfgFactionClasses. Use for ex: this setVariable ["RUG_DSAI_LANG", "RUG_DSAIRUS"] on each leader to force language to this model. Also available on steam * Add gamelogic with its init line rug dsai command line like: RUG_DSAI_SIDES = ["RUG_DSAIGER","RUG_DSAIENG","RUG_DSAIENG","RUG_DSAIGER","RUG_DSAIGER"]; 1 2 Share this post Link to post Share on other sites
General Kong 148 Posted November 2, 2018 So what you are saying, is that each faction will shout their native language? like CSAT Pacific will shout Chinese, CSAT Mediterranean will shout Farsi etc.? Share this post Link to post Share on other sites
dystopian1 23 Posted November 2, 2018 2 hours ago, General Kong said: So what you are saying, is that each faction will shout their native language? like CSAT Pacific will shout Chinese, CSAT Mediterranean will shout Farsi etc.? No, they will shout only if this language is supported language (arab eng ger rus spa ATM). Factions which are not supported don't speak. Configured vanilla factions: CTRG, NATO, FIA, Gendarmerie, NATO (Pacific), AAF (all are English). Share this post Link to post Share on other sites
redarmy 422 Posted November 3, 2018 Thanks for the update Titi. Nice to have this mod kept alive this long,adds much-mersion. Share this post Link to post Share on other sites
WAR326 7 Posted November 3, 2018 Thank you very much for update this excellent mod! Share this post Link to post Share on other sites
Titi 68 Posted November 4, 2018 Updated v1.2 Changelog: - Fixed the old reload shouts (now sound heard after AI reload weapon for real) - Fixed bug in water where Ai were able to talk underwater if they start in and lost theirs voices when exiting it - Fixed CBA settings to enable or disable sentences in rug dsai addon configuration page in game Thanks to LarsAspra & Leopard20 Also available on steam 3 2 Share this post Link to post Share on other sites
tourist 617 Posted November 4, 2018 Congrats to the update & 1 quick question: Did you implement these changes to the IFA3 Expansion of RUG DSAI as well? Or don't you maintain that submod? Share this post Link to post Share on other sites
Titi 68 Posted November 4, 2018 5 minutes ago, tourist said: Congrats to the update & 1 quick question: Did you implement these changes to the IFA3 Expansion of RUG DSAI as well? Or don't you maintain that submod? Yes I did it too IFA3 as well with they own factions, sides and less languages 2 1 Share this post Link to post Share on other sites
redarmy 422 Posted November 5, 2018 @Titi Im using independant faction,(AAF)and trying to change them to use Russian language.. iv placed down a game logic and in its init wrote Quote RUG_DSAI_SIDES = ["RUG_DSAIRUS","RUG_DSAIGER","RUG_DSAIRUS","RUG_DSAIRUS","RUG_DSAIGER"]; In the array the third option is meant to be Resistance side,rite? As described here: Quote //legend ==> [EAST, WEST, RESISTANCE, CIVILIAN, SIDEENEMY] RUG_DSAI_SIDES = ["RUG_DSAIRUS","RUG_DSAIGER","RUG_DSAIENG","RUG_DSAIRUS","RUG_DSAIGER"]; However all units speak english still. Share this post Link to post Share on other sites
dystopian1 23 Posted November 5, 2018 @redarmy if your units have configured faction language they speak that language not from RUG_DSAI_SIDES array. You can override faction language only with `unit setVariable ["RUG_DSAI_LANG", "RUG_DSAIRUS"]` on group leader. Share this post Link to post Share on other sites
redarmy 422 Posted November 5, 2018 2 minutes ago, dystopian1 said: @redarmy if your units have configured faction language they speak that language not from RUG_DSAI_SIDES array. You can override faction language only with `unit setVariable ["RUG_DSAI_LANG", "RUG_DSAIRUS"]` on group leader. Oh so its different from the previous version? In previous version of this mod i called it from init.sqf Quote //legend ==> [EAST, WEST, RESISTANCE, CIVILIAN, SIDEENEMY] RUG_DSAI_SIDES = ["RUG_DSAIRUS","RUG_DSAIENG","RUG_DSAIRUS","RUG_DSAIGER","RUG_DSAIGER"]; and it worked on AAF ok. Share this post Link to post Share on other sites
0Y0 788 Posted November 5, 2018 Please add customization options in the CBA settings. To select languages by faction. Share this post Link to post Share on other sites
Titi 68 Posted November 5, 2018 20 hours ago, redarmy said: @Titi Im using independant faction,(AAF)and trying to change them to use Russian language.. iv placed down a game logic and in its init wrote In the array the third option is meant to be Resistance side,rite? As described here: However all units speak english still. We are working on ordering selections 1/ If Rug_dsai_sides array is used in a gamelogic it will override all languages as previously (set by default with factions) 2/ If a language on a group leader is applied (ex: this setVariable ["RUG_DSAI_LANG", "RUG_DSAIRUS"];) it will override the language of the group only (set by default) 3/ If there any languages set by gamelogic or on group leader, the default language faction runs. 1 Share this post Link to post Share on other sites
WAR326 7 Posted November 5, 2018 Im noticed that in it version mod - my units (NATO) too often and long yell "reloading". It is annoying and broke immersion. It is bug? Share this post Link to post Share on other sites
Titi 68 Posted November 12, 2018 Updated to v1.3 Changelog: - Commands selection ordered as below a/ If Rug_dsai_sides array is used in a gamelogic it overrides all languages set by factions default selection. b/ If a language on a group leader is applied (ex: this setVariable ["RUG_DSAI_LANG", "RUG_DSAIRUS"];) it overrides the language of the group only set by factions default selection. c/ If any languages have been set by gamelogic or on leader group, the default selection faction runs automatically. Thanks to Dystopian1 Also available on steam 1 Share this post Link to post Share on other sites
Titi 68 Posted November 12, 2018 On 06/11/2018 at 12:34 AM, WAR326 said: Im noticed that in it version mod - my units (NATO) too often and long yell "reloading". It is annoying and broke immersion. It is bug? What version are you using because in v1.2 reload shouts have been highly decreased. Share this post Link to post Share on other sites
Titi 68 Posted November 12, 2018 On 05/11/2018 at 4:35 PM, 0Y0 said: Please add customization options in the CBA settings. To select languages by faction. Why not... 1 Share this post Link to post Share on other sites
Titi 68 Posted November 12, 2018 On 05/11/2018 at 11:55 AM, redarmy said: @Titi Im using independant faction,(AAF)and trying to change them to use Russian language.. iv placed down a game logic and in its init wrote In the array the third option is meant to be Resistance side,rite? As described here: However all units speak english still. Priorities have been changed in lastest update, now you can use rug array as previously and it will override factions selections Share this post Link to post Share on other sites
WAR326 7 Posted November 12, 2018 2 hours ago, Titi said: What version are you using because in v1.2 reload shouts have been highly decreased. It happening in version 1.2, therefore i reverted to version 1.1 - where all ok. Share this post Link to post Share on other sites
Titi 68 Posted November 22, 2018 Updated to v1.4 Changelog: - Added IFA factions configuration. These factions don't need to be configured by mission designer and units speak automatically in any mission - Bug corrected reload shout Available on steam IFA3 version is obsolete now and will be delete on steam 2 3 Share this post Link to post Share on other sites
Titi 68 Posted November 30, 2018 Updated to v1.5 Changelog: - Base classes cleaned for RHS and IFA in CfgFactionClasses to evoid inheritance conflic Thanks to Dystopian1 & Kju Available on steam 1 2 Share this post Link to post Share on other sites
Titi 68 Posted December 31, 2018 Updated to v1.6 Changelog: - Added factions configuration for FOW (not japan) and Massi's units - Syntax error corrected in Dsai_loop.sqf (Thanks to Dystopian1) Available on steam Happy new year to all of you 1 4 Share this post Link to post Share on other sites
mjolnir66 48 Posted January 9, 2019 Is it possible to change the rate at which people speak? I'd like to make it a bit more common. Share this post Link to post Share on other sites