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[help] Unit remains mute in the dialog

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Hey guys,

 

i have returned to ArmA editing a couple of days ago, and am now facing an issue that I can not resolve by myself.

I have established a short conversation between the player and a unit. Script-wise everything seems to work ( I used the A3 method via texts.bikb). I have recorded soundfiles for the player, as well for his conversation partner, but I can only hear the player. The other unit is lip-synched and the text shows as subtitles, but I can not hear the soundfile playing. Did anybody ever have the same issue, or do you know how to resolve it?

 

Recording is MONO via Audacity. Mission is Singleplayer. Bikb and scriptfile are included.

 

texts.bikb

Spoiler

class Sentences
{
    class D_Litvinov_01    //Name to be used later to call the sound
    {
        text = "Psst! Over here! My Name is Litvinov. You must be Rook.";    //Subtitles
        speech[] = {"\sound\D_Litvinov_01.ogg"};            //Path to the sound file
        actor = "litvinov";            //unit that is speaking
        variant = "";
        variantText = "";
        class Arguments {};
    };
        class D_Rook_01
    {
        text = "Yes, I'm Rook. You have information for me?";
        speech[] = {"\sound\D_Rook_01.ogg"};
        actor = "Player";
        variant = "";
        variantText = "";
        class Arguments {};
    };
            class D_Litvinov_02
    {
        text = "The militia is hiding the journalist you're looking for in an old junkyard. I can show you the way, but I should warn you. The place is haunted.";
        speech[] = {"\sound\D_Litvinov_02.ogg"};
        actor = "litvinov";
        variant = "";
        variantText = "";
        class Arguments {};
    };
                class D_Rook_02
    {
        text = "I made the expirience that there is no ghosts and goblins. All monsters are human.";
        speech[] = {"\sound\D_Rook_02.ogg"};
        actor = "Player";
        variant = "";
        variantText = "";
        class Arguments {};
    };
            class D_Litvinov_03
    {
        text = "You will find that Esseker is not different in that regard, but I assure you nevertheless. You will see things there..";
        speech[] = {"\sound\D_Litvinov_03.ogg"};
        actor = "litvinov";
        variant = "";
        variantText = "";
        class Arguments {};
    };
            class D_Rook_03
    {
        text = "When I see them, I shoot them. Show me the way old man.";
        speech[] = {"\sound\D_Rook_03.ogg"};
        actor = "Player";
        variant = "";
        variantText = "";
        class Arguments {};
    };
            class D_Litvinov_04
    {
        text = "As you wish. You have the money?";
        speech[] = {"\sound\D_Litvinov_04.ogg"};
        actor = "litvinov";
        variant = "";
        variantText = "";
        class Arguments {};
    };
            class D_Rook_04
    {
        text = "Of course, there you go.";
        speech[] = {"\sound\D_Rook_04.ogg"};
        actor = "Player";
        variant = "";
        variantText = "";
        class Arguments {};
    };
            class D_Litvinov_05
    {
        text = "Ah, all there. Thank you. Alright, follow me, and watch for guards. The militia will kill us if they spot us.";
        speech[] = {"\sound\D_Litvinov_05.ogg"};
        actor = "litvinov";
        variant = "";
        variantText = "";
        class Arguments {};
    };
};

class Arguments{};
class Special{};
startWithVocal[] = {hour};
startWithConsonant[] = {europe, university};

 

conversation.sqf

Spoiler

player KbAddTopic ["introduction","texts.bikb","",""];        //Add the topics, refer back to the file above
litvinov KbAddTopic ["introduction","texts.bikb","",""];


litvinov KbTell [Player,"introduction","D_Litvinov_01"];        //playerLine_1 - Class name of the line defined above
waitUntil {
litvinov KbWasSaid [Player,"introduction","D_Litvinov_01",3];    //Search in 3 last seconds
};

sleep 0.5;
Player kbTell [litvinov, "introduction", "D_Rook_01"];
waitUntil {
Player kbWasSaid [litvinov, "introduction", "D_Rook_01", 5]
};

sleep 0.5;
litvinov kbTell [Player, "introduction", "D_Litvinov_02"];
waitUntil {
litvinov kbWasSaid [Player, "introduction", "D_Litvinov_02", 5]
};

Player kbTell [litvinov, "introduction", "D_Rook_02"];
waitUntil {
Player kbWasSaid [litvinov, "introduction", "D_Rook_02", 5]
};

sleep 0.5;
litvinov kbTell [Player, "introduction", "D_Litvinov_03"];
waitUntil {
litvinov kbWasSaid [Player, "introduction", "D_Litvinov_03", 5]
};

Player kbTell [litvinov, "introduction", "D_Rook_03"];
waitUntil {
Player kbWasSaid [litvinov, "introduction", "D_Rook_03", 5]
};

sleep 0.5;
litvinov kbTell [Player, "introduction", "D_Litvinov_04"];
waitUntil {
litvinov kbWasSaid [Player, "introduction", "D_Litvinov_04", 5]
};

sleep 0.5;
Player kbTell [litvinov, "introduction", "D_Rook_04"];
waitUntil {
Player kbWasSaid [litvinov, "introduction", "D_Rook_04", 5]
};

sleep 3;
litvinov kbTell [Player, "introduction", "D_Litvinov_05"];
waitUntil {
litvinov kbWasSaid [Player, "introduction", "D_Litvinov_05", 5]
};

litvinov switchmove "";

hint "Conversation finished!";

 

 

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Does the other character have a radio? Have not done any Bikb stuff in a while but there used to be a problem, like you describe, if the character does not have a radio.

  • Thanks 1

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A century to live, a century to learn. Thank you very much Larrow, that did the trick.

 

 

L&K

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