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Author: göko 'the0utsider', Spectre, 654Wak654

Website/Repo: https://github.com/the0utsider/unit-voiceovers

Short description: Dynamic 3D-positional voiceovers

 

MP compatible: Yes *Has to be loaded on both server and client
Requirements: CBA
Version: v1.46 "Imbroglio"
Signed: Yes

 

Description:
This is not a regular replacement mod to patch/replace existing sound files. It is a unique experiment using NWI's iconic game "Insurgency" resources; this addon is created to improve overall experience and bring dynamism to increase situational awareness, to simulate better close quarters combat in Arma 3.

 

Features

  • Complete overhaul for default arma unit voice-overs
  • Opfor, independent, and blufor sides use different sets of voices
  • Randomized samples for each action
  • Spot enemy / callout targets direction (Default key 'T')
  • ACE3 Medical compatibility
  • Custom Nationality system (@spectre)
  • Almost 1000 different sound samples total
  • Supports transferring unit locality
  • Works independent from 'enableSentences false' setting

 

For more information on features and customizability, please see github readme

For defining custom nationalities and other functions, please see github wiki

 

Special thanks:

654wak654

Thanks bud, none of it would exist without your imagination and experience.

 

gebbet

for support

 

sergentKappa

for help

 

Spectre

For giving proper test and feedback since I first created this, and becoming a part of development: implementing CBA methods like 'statemachine', solutions to add custom sounds/creating custom samples. Also providing a WIKI and taking a step to make this a true community mod, thanks.

 

And thank you all the rest at the other end who enjoy and cherish this.

 

 

  v1.46 - 11/14/2017 - "Imbroglio"
         - Fixed: Callouts

 

  v1.45 - 11/13/2018 - "Exiguous":
         - Added: 'UVO_fnc_setNationality' function to set array of factions to already existing nationality
         - Fixed: CBA Settings now appear in the eden editor.
         - Fixed: Wrong parameter description
         - Fixed: Check for ACE_isUnconscious
         - Fixed: Possible error in Killed EH
         - Fixed: Incorrect default params in UVO_fnc_createNationality
         - Improved: Callout functionality
         - Improved: Ambient sounds now use CBA_missionTime instead of diag_tickTime.
         - Changed: Some minor volume adjustments and general tweaks

  v1.4 - 11/11/2018 - "Petrichor":


         - Spotlight: Complete overhaul and consolidation of all functions
         - Added: Custom Nationality system (create and use your own sound sets with the UVO framework)
         - Added: Initial implementation of an ambient sound system (coughs, sniffs, and radio chatter play at random intervals)
         - Added: Functions to disable and re-enable unit voice-overs
         - Improved: Object locality change detection (unit ownership can now be transferred between machines)
         - Improved: General performance
         - Changed: CBA Settings - admins will need to update these to reflect current variables

  V1.31 - 10-23-2018    "rewrite / harwest" update:
        - Fixes: many fixes. real deal.

 

  V1.29 - 04-20-2018    "happy grow season" - 4/20 update v2:
        - Fixed: SP/Campaign East Wind compatibility: FIA and AAF now use different EH faction code
        - Fixed: selectRandom issue, was picking dead unit from array
        - Fixed: Array selecting object itself when no friendly close by
        - Fixed: Random Lip-sync timing was too short for effect to trigger each time, adjusted
        - Fixed: Improved code to detect if unit is talking or not
        - Fixed: missing/wrong entries in cfgSounds.hpp
        - Fixed: Arma Achilles compatibility (thanks @Sceptre for his feedback and contribution)


        - *NEW*: Callouts for grenade dropped nearby
        - Added: Units will react to enemy grenades thrown at them, if it is visible and capable of indirect damage (using checkVisibility command)
        - Added: New sound samples for spotted enemy grenade to Indep, Blufor, Opfor; 61 total


        - *NEW*: Reveal target - Spot enemies, tell direction
        - Added: Spot an enemy, use 'reveal target' (default key 'T')
        - Added: If range and visibility allows, your character will callout enemies direction (south, northeast etc. all 8 directions)
        - Added: Default Key can be re-binded using CBA (optional). "esc" > "controls" > "add-on options" select 'goko unit Vo' to bind the key you want.
        - Added: new sound samples for calling out directions to Indep, Blufor, Opfor; 96 samples total


        - Code Performance: code using 'nearestObjects' command rewritten with more lightweight 'nearEntities'


    V1.24 - 04-14-2018    "happy grow season - 4/20 tribute" update:
        General bug fixes
        - Fixed: feedback issue when using UNIT_VO with ACE (thanks for support @Sceptre)
        - Fixed: ACE arsenal issue (ace_arsenal spamming 'ammo low' samples) -- @suns
        - Fixed: nearestObject array script error occuring while no such object in range
        - Fixed: Volume levels for shouting sound effects
        - fixed: overlapping of 'say3d' samples' queue for friendly fire
        New Features
        - Added: ACE detection; now mod won't load unnecessary functions when launched without ACE3
        - Added: New Function using 'setRandomLip' command to simulate lipsync
        - Added: Now characters move their mouth as they 'say3d'ing samples
        - Added: a new variable for functions to detect overlapping queues
        - Added: New reloading function mechanics (surprise)
        - Added: New reload feedback for launchers
        - Added: 56 new sound samples for new features
        
    V1.17 - 03-03-2018:
        - Fixed: some script errors, missing function name on WEST faction
        - Added 42 voiceover samples for ACE m14, m84 grenade types for factions
        - Added customization for samples' volume, max. range, pitch, enable/disable checkbox for player (CBA required to enable settings)
        - Code improvements and optimizations (nearestObjects), volume levels equialized in cfgSounds.hpp
        
    V1.14 - 01-25-2018:
        - Fixed: new reloaded eventhandler functions (now you shouldn't hear "reloading" or "low on ammo" with throwables or in arsenal)
        - Added magazine ID check to make sure waituntil loop doesn't stack
        - new code to detect last bullet in the chamber - better than needReload command
        - Added 9 missing independent faction sound samples

    V1.1 - 01-19-2018:
        - Changed add-on name to 'Unit Voiceovers'
        - removed particle effects, now that's a seperate add-on,
        - removed some obsolete sound samples,
        - Removed nullified radio sentences (games default voiceovers are back)

    V1.0 - 12-29-2017:
        - Addon Released on steam as 'goko soldier voiceovers'

  • Like 7
  • Thanks 4

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Great idea. this is something I always missed in all arma series

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does this have different voice's depending on the voice chosen? for instance I choose Farsi and my character will shout out in Farsi?

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On 04/03/2018 at 2:03 AM, General Kong said:

does this have different voice's depending on the voice chosen? for instance I choose Farsi and my character will shout out in Farsi?

No it doesn't work like that, different sentences are randomized for actions, it actually have 3 different voice sets. It just brings more dynamic responses than regular arma and works on any scenario with "enableSentences false" in mission init.

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Are there any samples for whispering? For instance in a stealthy environment ideally your character wouldn't be shouting out a kill confirmed.

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@pirkleawesome 

you can disable or decide how often your unit yells out with some other customizations.

 

At combat nobody would hear you either because of ear plugs or temporary deafness caused by weapons, you have to talk loud -or- you got acre for that already and a mic.

 

 

 

 

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Wonderful mod, adds so much back to the game if you've disabled the annoying robotic voices: "Go I'll cover"...

 

My only issue is that in SP, the player still yells stuff out even when the option is disabled. 

 

Thanks so much goko-- 

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1 hour ago, tpw said:

Wonderful mod, adds so much back to the game if you've disabled the annoying robotic voices: "Go I'll cover"...

 

My only issue is that in SP, the player still yells stuff out even when the option is disabled. 

 

Thanks so much goko-- 

Thanks for feedback.

I know what you mean. First release had a patch in it to nullify everything (default arma VOs), it was muting them completely. Then some people asked me to leave them as is. It's a matter of taste, some still find em useful. I will create an another-optional mod, or version.

 

edit: hold on I found something, try this

https://forums.bohemia.net/forums/topic/139319-mrb-voice-stop/

 

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Thanks mate. Maybe I wasn’t clear enough though. In your configuration there’s an option to disable the player calling out (eg when killing an enemy), but it doesn’t seem to work.

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@tpw oh :don8: sorry I misunderstood that, I will look into it.

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update

V1.24 - 04-14-2018    "happy grow season - 4/20 tribute" update:
        General bug fixes
        - Fixed: feedback issue when using UNIT_VO with ACE (thanks for support @Sceptre)
        - Fixed: ACE arsenal issue (ace_arsenal spamming 'ammo low' samples) -- @suns
        - Fixed: nearestObject array script error occuring while no such object in range
        - Fixed: Volume levels for shouting sound effects
        - fixed: overlapping of 'say3d' samples' queue for friendly fire
        New Features
        - Added: ACE detection; now mod won't load unnecessary functions when launched without ACE3
        - Added: New Function using 'setRandomLip' command to simulate lipsync
        - Added: Now characters move their mouth as they 'say3d'ing samples
        - Added: a new variable for functions to detect overlapping queues
        - Added: New reloading function mechanics (surprise)
        - Added: New reload feedback for launchers
        - Added: 56 new sound samples for new features

  • Like 2

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   V1.29 - 04-20-2018    "happy grow season" - 4/20 update v2:
        - Fixed: SP/Campaign East Wind compatibility: FIA and AAF now use different EH faction code
        - Fixed: selectRandom issue, was picking dead unit from array
        - Fixed: Array selecting object itself when no friendly close by
        - Fixed: Random Lip-sync timing was too short for effect to trigger each time, adjusted
        - Fixed: Improved code to detect if unit is talking or not
        - Fixed: missing/wrong entries in cfgSounds.hpp
        - Fixed: Arma Achilles compatibility (thanks @Sceptre for his feedback and contribution)

 

        - *NEW*: Callouts for grenade dropped nearby
        - Added: Units will react to enemy grenades thrown at them, if it is visible and capable of indirect damage (using checkVisibility command)
        - Added: New sound samples for spotted enemy grenade to Indep, Blufor, Opfor; 61 total

 

        - *NEW*: Reveal target - Spot enemies, tell direction
        - Added: Spot an enemy, use 'reveal target' (default key 'T')
        - Added: If range and visibility allows, your character will callout enemies direction (south, northeast etc. all 8 directions)
        - Added: Default Key can be re-binded using CBA (optional). "esc" > "controls" > "add-on options" select 'goko unit Vo' to bind the key you want.
        - Added: new sound samples for calling out directions to Indep, Blufor, Opfor; 96 samples total

 

        - Code Performance: code using 'nearestObjects' command rewritten with lightweight 'nearEntities'

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This mod looks like what I've been longing for In Arma. I am curious though, How does it work with Custom factions such as RHS and CUP? I see that BLUFOR, IND and OPFOR have their own voices, do they all speak English? Either way I look forward to trying it out!

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59 minutes ago, kothen said:

This mod looks like what I've been longing for In Arma. I am curious though, How does it work with Custom factions such as RHS and CUP? I see that BLUFOR, IND and OPFOR have their own voices, do they all speak English? Either way I look forward to trying it out!

Honestly, I haven't tried it with anything else than regular but people who into RHS or CUP all told me it blends fine. Yes all speak english, with accent. Iraqi insurgent accent suits on almost everythin.

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added video link to first post.

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I've rewritten the whole thing. learning C++ and getting back to SQF made me realize so many possibilities, and I rewrite the mod. functionality remains pretty much the same but, details are different now, if anybody cares, dropping a message so people would know.

for example: you don't get 'enemy killed' sample for someone you thrown grenade into the house since you are not able to see it. details details...

https://github.com/the0utsider/unit-voiceovers/tree/develop

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Hey nice update today.

Just cant get the vanilla arma chatter to work anymore. I did activate it in addon cofiguration.

Any idea ?

 

edit: ok found out. I needed to activate it @ server too.

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On 11/13/2018 at 4:23 PM, Muecke said:

Hey nice update today.

Just cant get the vanilla arma chatter to work anymore. I did activate it in addon cofiguration.

Any idea ?

 

edit: ok found out. I needed to activate it @ server too.

 

Glad you got it working. Some options are currently set up to work after a mission restart, such as the the ambient system settings. Eventually they will be adjustable on the fly... but in the current implementation, any options should be set before the mission begins so stuff works right.

 

Also, new update today to fix a major issue with the call-out function.

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@goko--  i bought INS sandstorm and loved it.Im now setting u a push style game mode with security forces vs insurgents on Zargabad,and i gota say huge thank you for this mod.It adds hella alot to the scenarios.

 

I  wanted to ask if you plan to later add the new insurgency sandstorm voices as they are even better than the previous one,also including female voices,which would suit really really well people who are using "female soldier"mods,head mods,whatever you call them.

 

Anyway thanks again

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On 12/22/2018 at 10:31 PM, redarmy said:

@goko--  i bought INS sandstorm and loved it.Im now setting u a push style game mode with security forces vs insurgents on Zargabad,and i gota say huge thank you for this mod.It adds hella alot to the scenarios.

 

I  wanted to ask if you plan to later add the new insurgency sandstorm voices as they are even better than the previous one,also including female voices,which would suit really really well people who are using "female soldier"mods,head mods,whatever you call them.

 

Anyway thanks again

Thank you for feedback @redarmy

I've been ditching arma related development for some time, back at it again now. That is the reason of late reply.

 

Glad to see you and other people enjoying and dropping comments to this mod.

My first idea about unit-voiceovers mod was to create a framework for people to add their own, individual taste of voice-overs. The reactive energy: sound samples, played on certain actions adds so much and we all like that dynamic feedback.

 

This was the main focus I had: putting the sound-sets I dreamt of into arma models and make the game more alive with these reactions.

@SceptreOfficial  (Cory) tried to come up with a framework to improve this mod after our discussions. We had many discussions about how to make this better. He wrote every single line of this mod again and implemented CBA functions: Mod supports all kinds of modification within itself thanks to him. It even has a wiki about how can you create custom "factions" and sound sets.

 

But, again, that is not about just drag-dropping some sound files, it is almost complicated as creating a mod, you have to edit mission files, create declarations  etc... Sure it is somewhat easier but, not in the same time.

 

If you read through this paragraph and wondering what my actual goal was:

My dream was, behold, I was dreaming of hiring voice actors for latter parts, while creating this mod.

 

Latter parts: I dreamt of creating a community mod for arma, paid by community: Real voice actors, real innovation and spirit.

 

I live under islamic dictatorship. My country and people have been succumbed to this for so long. Even paypal is banned now. Reason I am telling you this is different.

 

I tried to come up with paypal account and posted it to mod page of steam at first few months, thinking that people will drop few bucks so I could hire voice artists.

A friend, @gebbet, living in Greece, helped me setting up that paypal since It was banned on my country.

 

Long story short:

After 3 months, 0 individuals paid a dime or dollar or cents. I removed that paypal link from mod page.

 

PS: I purchased insurgency sandstorm on beta. just to support NWI. Then refunded it, since my 10 years old GPU could only draw 10 frames per second. I will purchase it back when I replace / purchase a gpu.

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Hi guys,

The site on SteamWorkshop is down. Any ideas? Seen this happen with VCOM on their last update.

 

Players seem to get an update but server wise we can source it with SteamCMD?

Am I the only one witnessing this?

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