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Kin Hil

Hooping and Hollering?

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On the battlefeild, in real battles... there is a lot of yelling and shouting. People screaming things like "Get down!" or "I'm hit!" or just simply... "Aaaaah!"

I was wondering, is there a mod that simulates this in the game... because in the game it is rather silent and the only voices you hear are over a radio.

It would be very nice don't you think? wink_o.gif

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[mysterious voice] Hmmmmm indeed that would be very nice .... [/mysterious voice]

ghostface.gif

P.S: I believe this is perhaps posted in the wrong forum?

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Hmmm.... you're right, that would be nice if SOME mod would come by and do that. It would really enhance the game. ghostface.gif

However, mission editors can work something like that into their own missions fairly easily. The simplest, yet effective, way to add this in is to have a 'killed' eventhandler on all units, which then makes that unit yell when hit, or have nearby units yell when he is killed, etc. All you need to do is record yourself yelling. smile_o.gif

You could even go further and have random yell sounds played from a 'fired' eventhandler, so perhaps every 30 rounds or so a unit would yell something at random. I could help you with the scripting, but you would need to record the voices smile_o.gif.

If you are looking for something more intelligent, where units yell 'incoming armor' or other things depending on their situation... well, it could be done. ghostface.gif

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General Barron, before I go any further you must know that I am a techtard and can not mod for all the tea in china. Instead I leach off of other people's work, scavanging for excellent addons and scripts to make my gameplay experience better.

Now, I really like your second idea. Where soldiers can yell things like "Incoming Tanks!" or "Fire, over there!" or "Oh my God, I'm hit!"

Intellegent and not so random. It could be set so that when a soldier kills an enemy unit, he'd shout something like "Woohoo!" or "Yeah!". Or maybe when he's being shot at he might say something like "They're firing at me!" or "Holy Shit!".

Soldiers are not silent on the battlefeild, they talk, they scream, they yell. It would make the game so much more... real.

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I great example of this sort of thing would be in the game COD right?

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You could always rip the voices from war movies. wink_o.gif

Or is that infringement? rock.gif

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Sounds like an excellent idea, I would definately like to see this implimented in a MOD. What MOD team would be up for the challange though?

RED

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Sounds like a job for a professional audio engineer. One that plays OFP and is awesome at scripting. And who's nickname has a Z near the beginning.... blues.gif

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That would be awesome... to bad there isn't anyone to implement it... sad_o.gif

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How hard can it be, people are out there making hand signal and roll-over scripts. The rest of OFP is moving along at an incredible rate, improved features in every sector... meanwhile I have a bunch of soldiers fighting as if there is a hush rule enforced on them.

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This is NOT generic, but it is a working script/concept.

At it's simplest, it's an array of sound sample names, an array of units and a loop that randomly picks a unit and a sample then gets the former to 'Say' the latter.

At it's most complex, it changes the array of samples from the default 'advancing' ones if the unit is injured, in town or under artillery fire.  There's also a reasonably neat 'array shuffling' routine.

The trick is not so much getting the units to say things, it's getting them to say context-sensible things (hmm, might trademark that bit of English...) and stopping them from saying things.  For a 'generic' script, my first thought is 'Behaviour' would be the main modifier, but that's off the top of my head.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; voices.sqs

; define unit arrays

_sourcearray = ACF_allunitsEast

_workingarray = ACF_allunitsEast

; randomly scramble the array to reduce chance of adjacent units speaking

_scrambledarray = []

{_arraycount = Count _workingarray; _temp = random _arraycount; _index = _temp - (_temp Mod 1);

_scrambledarray  = _scrambledarray + [_workingarray Select _index];

_workingarray = _workingarray - [_workingarray Select _index]} ForEach _sourcearray

; define samples

_advancesamples = ["EOTS_comeon1","EOTS_comeon2","EOTS_followme1","EOTS_followme2",

"EOTS_followme3","EOTS_followme4","EOTS_forwards1","EOTS_forwards2","EOTS_getup1",

"EOTS_getup2","EOTS_getup3","EOTS_keepgoing1","EOTS_keepgoing2","EOTS_keepgoing3",

"EOTS_keepmoving1","EOTS_move1"]

_medicsamples = ["EOTS_helpme1","EOTS_helpme2","EOTS_helpme3","EOTS_helpme4","EOTS_imhit1"

,"EOTS_medic1","EOTS_medic2","EOTS_medic3","EOTS_medic4","EOTS_medic5","EOTS_medic6"]

_assaultsamples = ["EOTS_comeon1","EOTS_comeon2","EOTS_coverme1","EOTS_coverme2",

"EOTS_followme1","EOTS_followme4","EOTS_getup1","EOTS_getup2","EOTS_gonow1","EOTS_lookout1",

"EOTS_move1","EOTS_takecover3","EOTS_urra1","EOTS_urra2","EOTS_urra3","EOTS_urra4","EOTS_urra5",

"EOTS_urra6","EOTS_urra7","EOTS_urra8","EOTS_usegrenades1","EOTS_watchout1"]

_artysamples = ["EOTS_getdown1","EOTS_incoming1","EOTS_incoming2","EOTS_incoming3",

"EOTS_keepgoing1","EOTS_keepgoing2","EOTS_keepgoing3","EOTS_keepmoving1","EOTS_lookout1",

"EOTS_takecover1","EOTS_takecover2","EOTS_takecover3"]

#checkall

_totalunits = 1 + Count _scrambledarray

_delay = 30/_totalunits

_i = -1

#nextunit

_i = _i + 1

?(_i >= _totalunits): Goto "checkall"

~_delay

_unit = _scrambledarray select _i

; don't say anything if vehicle crew or dead

?((Vehicle _unit != _unit) OR !Alive _unit): Goto "nextunit"

; define default chance of not saying something

_chance = 0.85

; reduce chance of not saying something if injured or under artillery fire

?((!Canstand _unit) OR (Damage _unit > 0.5) OR (_unit In (List ACF_artyclose))): _chance = 0.45

?(random 1 < _chance): goto "nextunit"

; define default sounds then modify if conditions are met

_voicearray = _advancesamples

?(_unit Distance (Object 3047) < 375): _voicearray = _assaultsamples

?({Alive _x} Count ACF_allunitsWest < 10): _voicearray = ["nullsound"]

?(_unit In (List ACF_artyclose)): _voicearray = _artysamples

?((!Canstand _unit) OR (Damage _unit > 0.5)): _voicearray = _medicsamples

; randomly pick what to say from chosen sample array

_rnd = random (Count _voicearray)

_index = _rnd - _rnd Mod 1

?(_unit != player): _unit Say (_voicearray Select _index)

Goto "nextunit"

exit

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Well how does the radio work? Whenever one of the soldiers in my unit kills a unit they say "Soldier History!" or "I got'em!" over the radio. I was thinking this could work something like the radio, but not over the radio but out in the open. You could possibly get the voices from war movies (I've seen people do this in other pc games).

I'm sure its complex, but it would be an incredible feature and a mod worthy of its own. I of course can not mod, and so I come to speak ever so humbly with OFP Gods and ask them a pity favor on behalf of the community. wink_o.gif

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Once again, the ECP team teases.... BASTARDS! tounge_o.gif

I was just thinking about this when I was messing around with BAS's opfor recently.

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Quote[/b] ]Hmm, now which mod should we ask to create that  

Quote[/b] ]

Sounds like an excellent idea, I would definately like to see this implimented in a MOD. What MOD team would be up for the challange though?

RED

Quote[/b] ]

That would be awesome... to bad there isn't anyone to implement it...

Quote[/b] ]

Sounds like a job for a professional audio engineer. One that plays OFP and is awesome at scripting. And who's nickname has a Z near the beginning....  

As I read post by General Barron, RED and macho_man_mathijs (who are all in The_So_Much_Awaited_ECP_Mod team) i become convinced that ECP has something to do with the idea? Have they implemented it or just thought about it?

BTW the idea is greate, if you played Brothers in Arms you'll get the idea how it should like.

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