Rocco 0 Posted August 10, 2007 Can anyone tell me how to add those dynamic voices like we have them in XAM1.3 into for example FDF sounds? I like the sounds of FDF, but those dynamic combat voices are awesome too. There must be a way. Thx! Share this post Link to post Share on other sites
Commando84 0 Posted August 10, 2007 i know that in group link script + for arma there is also dynamic voices sort of, when you move, reload and get shoot at and spot enemies you and your men shout out a little bit. Share this post Link to post Share on other sites
swtx 42 Posted August 10, 2007 Copy this into the target line of the ArmA shortcut on your desktop. Quote[/b] ]"C:\Program Files\Bohemia Interactive\ArmA\arma.exe" -mod=FDF_Sounds;@XAM-maxmem=1024 -nosplash You will have all the greatness of XAM 1.3 but with FDF sounds. Enjoy ! Share this post Link to post Share on other sites
Rocco 0 Posted August 11, 2007 Copy this into the target line of the ArmA shortcut on your desktop. Quote[/b] ]"C:\Program Files\Bohemia Interactive\ArmA\arma.exe" -mod=FDF_Sounds;@XAM-maxmem=1024 -nosplash You will have all the greatness of XAM 1.3 but with FDF sounds. Enjoy ! that wont solve the problem though, what i want is the XAM1.3 sounds (combat voices and interior sounds from the tanks) into FDF Share this post Link to post Share on other sites
hedcrusha 0 Posted August 11, 2007 Hi im trying to get that to work! They have used scripts to add the dynamic voices to arma. But ive got some idea as to how they did it. When i get it working ill give you a heads up With my own sounds of course or if snake2000 ever replys to my pm witch i sent him soon as the english XAM 1.3 came out Share this post Link to post Share on other sites
19KiLo 0 Posted August 12, 2007 I've already integrated the vehicle radio sounds, dynamic voices, fdf weapon sounds, maddmatt's particle effects, tracers, blood as well as many self-customized sounds and models into a package I'm planning to release after I get this damned smoke generator script working. -19KiLo Share this post Link to post Share on other sites
hedcrusha 0 Posted August 12, 2007 Sounds good but some of us just want dynamic voice sounds.Not everthing thats been released in one package. Share this post Link to post Share on other sites
malick 0 Posted August 12, 2007 Some dynamic voices in a stand alone addon would just be great ! It would add some humanity to AI units... Can you explain how it is is done 19KiLo ? I mean, where do you have to change things in config etc.. ? That could prove useful to many of us Malick Share this post Link to post Share on other sites
Rocco 0 Posted August 12, 2007 cant wait to see ur releases guys, atm im using xAM and FDF together and it works great, i got the FDF sounds and the XAM stuff too, it adds the dynamic voices from XAM into the FDF, dunno why but it works Share this post Link to post Share on other sites
NoRailgunner 0 Posted August 12, 2007 Don't forget to ask the origin creator/team if you could mix this sounds together and release it as "new" soundaddon to all. Share this post Link to post Share on other sites
19KiLo 0 Posted August 12, 2007 Yeah, I meant to say the same thing about permissions, etc. I've tried to make most everything my own (just using ideas set by other mod teams). Certain things, however, are pretty much public domain (like the vehicle radio chatter from XAM). I'm pretty sure they don't own the trademark on US radio chatter recorded during the Vietnam War. Course, I'm always wrong, so who knows. Anyway, I'll post how I integrated dynamic voices later tonight when I have more time. -19KiLo Share this post Link to post Share on other sites
malick 0 Posted August 13, 2007 I'm really eager to know the method in order to implement dynamic voices as a standalone addon. There are quite a few sounds and radio chatter available on the net for free. As you said, I don't believe XAM has any copyright on these... If you have the time, care to upload a video on youtube showing the effects ? Thanks anyway for your time ! Keep us informed Malick Share this post Link to post Share on other sites
19KiLo 0 Posted August 13, 2007 Ok, this is what I initially did to get XAM's dynamic voices working on their own. It may not be *exact*, but you'll get the idea hopefully. 1. Setup your own Mod directory etc. within your Arma folder. 2. From within XAM, un-pbo XAM_Sounds and copy over (to your new mod folder) the Dynamic Voices folder. 3. From within XAM, un-pbo XAM_engine and copy over (to your new mod folder) the Soldiers/Dynamic Voices folder. 4. Create a new "config.cpp" within your new mod folder and add the following info into it (change paths where appropriate): <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Man : Land {}; class CAManBase : Man { class eventhandlers { Â fired = "_this exec ""\DynamicVoices\US\firegrenade.sqs""; _this exec ""\DynamicVoices\RU\firegrenade.sqs"";" init = "_this exec ""\DynamicVoices\US\safevoices.sqs""; _this exec ""\DynamicVoices\US\combatvoices.sqs""; _this exec ""\DynamicVoices\US\awarevoices.sqs""; _this exec ""\DynamicVoices\US\contactvoices.sqs""; _this exec ""\DynamicVoices\RU\contactvoices.sqs""; _this exec ""\DynamicVoices\RU\combatvoices.sqs""; _this exec ""\DynamicVoices\RU\safevoices.sqs"";" Â Â Â Â Â Â animchanged = "_this exec ""\DynamicVoices\US\needreload.sqs""; _this exec ""\DynamicVoices\RU\needreload.sqs"";" hit = "_this exec ""\DynamicVoices\US\hitvoices.sqs"";" }; class CfgSounds { Â Â Â Â class NeedReload1 { name = "needreload1"; sound[] = {"\DynamicVoices\US\Combat\reloading1.wss", 0.01, 1.0}; titles[] = {}; }; class NeedReload2 { name = "needreload2"; sound[] = {"\DynamicVoices\US\Combat\reloading2.wss", 0.01, 1.0}; titles[] = {}; }; class FireGrenade { name = "firegrenade"; sound[] = {"\DynamicVoices\US\Combat\firegrenade.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_ahh { name = "DVUS_ahh"; sound[] = {"\DynamicVoices\US\Combat\Combat\ahh.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_allrightfollowme { name = "DVUS_allrightfollowme"; sound[] = {"\DynamicVoices\US\Combat\allrightfollowme.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_attack { name = "DVUS_attack"; sound[] = {"\DynamicVoices\US\Combat\attack.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_coveringfire { name = "DVUS_coveringfire"; sound[] = {"\DynamicVoices\US\Combat\coveringfire.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_getcover { name = "DVUS_getcover"; sound[] = {"\DynamicVoices\US\Combat\getcover.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_gogogo { name = "DVUS_gogogo"; sound[] = {"\DynamicVoices\US\Combat\gogogo.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_helpme { name = "DVUS_helpme"; sound[] = {"\DynamicVoices\US\Combat\helpme.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_icoveryou { name = "DVUS_icoveryou"; sound[] = {"\DynamicVoices\US\Combat\icoveryou.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_move { name = "DVUS_move"; sound[] = {"\DynamicVoices\US\Combat\move.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_combat1 { name = "DVUS_combat1"; sound[] = {"\DynamicVoices\US\Combat\combat1.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_combat2 { name = "DVUS_combat2"; sound[] = {"\DynamicVoices\US\Combat\combat2.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_combat3 { name = "DVUS_combat3"; sound[] = {"\DynamicVoices\US\Combat\combat3.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_combat4 { name = "DVUS_combat4"; sound[] = {"\DynamicVoices\US\Combat\combat4.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_combat5 { name = "DVUS_combat5"; sound[] = {"\DynamicVoices\US\Combat\combat5.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_combat6 { name = "DVUS_combat6"; sound[] = {"\DynamicVoices\US\Combat\combat6.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_combat7 { name = "DVUS_combat7"; sound[] = {"\DynamicVoices\US\Combat\combat7.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_combat8 { name = "DVUS_combat8"; sound[] = {"\DynamicVoices\US\Combat\combat8.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_combat9 { name = "DVUS_combat9"; sound[] = {"\DynamicVoices\US\Combat\combat9.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_combat10 { name = "DVUS_combat10"; sound[] = {"\DynamicVoices\US\Combat\combat10.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_combat11 { name = "DVUS_combat11"; sound[] = {"\DynamicVoices\US\Combat\combat11.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_combat12 { name = "DVUS_combat12"; sound[] = {"\DynamicVoices\US\Combat\combat12.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_combat13 { name = "DVUS_combat13"; sound[] = {"\DynamicVoices\US\Combat\combat13.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_combat14 { name = "DVUS_combat14"; sound[] = {"\DynamicVoices\US\Combat\combat14.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_combat15 { name = "DVUS_combat15"; sound[] = {"\DynamicVoices\US\Combat\combat15.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_combat16 { name = "DVUS_combat16"; sound[] = {"\DynamicVoices\US\Combat\combat16.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_combat17 { name = "DVUS_combat17"; sound[] = {"\DynamicVoices\US\Combat\combat17.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_combat18 { name = "DVUS_combat18"; sound[] = {"\DynamicVoices\US\Combat\combat18.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_combat19 { name = "DVUS_combat19"; sound[] = {"\DynamicVoices\US\Combat\combat19.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_combat20 { name = "DVUS_combat20"; sound[] = {"\DynamicVoices\US\Combat\combat20.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_aware1 { name = "DVUS_aware1"; sound[] = {"\DynamicVoices\US\Aware\aware1.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_aware2 { name = "DVUS_aware2"; sound[] = {"\DynamicVoices\US\Aware\aware2.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_aware3 { name = "DVUS_aware3"; sound[] = {"\DynamicVoices\US\Aware\aware3.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_aware4 { name = "DVUS_aware4"; sound[] = {"\DynamicVoices\US\Aware\aware4.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_aware5 { name = "DVUS_aware5"; sound[] = {"\DynamicVoices\US\Aware\aware5.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_aware6 { name = "DVUS_aware6"; sound[] = {"\DynamicVoices\US\Aware\aware6.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_aware7 { name = "DVUS_aware7"; sound[] = {"\DynamicVoices\US\Aware\aware7.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_aware8 { name = "DVUS_aware8"; sound[] = {"\DynamicVoices\US\Aware\aware8.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_aware9 { name = "DVUS_aware9"; sound[] = {"\DynamicVoices\US\Aware\aware9.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_aware10 { name = "DVUS_aware10"; sound[] = {"\DynamicVoices\US\Aware\aware10.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_aware11 { name = "DVUS_aware11"; sound[] = {"\DynamicVoices\US\Aware\aware11.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_aware12 { name = "DVUS_aware12"; sound[] = {"\DynamicVoices\US\Aware\aware12.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_aware13 { name = "DVUS_aware13"; sound[] = {"\DynamicVoices\US\Aware\aware13.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_aware14 { name = "DVUS_aware14"; sound[] = {"\DynamicVoices\US\Aware\aware14.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_aware15 { name = "DVUS_aware15"; sound[] = {"\DynamicVoices\US\Aware\aware15.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_aware16 { name = "DVUS_aware13"; sound[] = {"\DynamicVoices\US\Aware\aware16.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_aware17 { name = "DVUS_aware17"; sound[] = {"\DynamicVoices\US\Aware\aware17.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_contact1 { name = "DVUS_contact1"; sound[] = {"\DynamicVoices\US\Contact\contact1.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_contact2 { name = "DVUS_contact2"; sound[] = {"\DynamicVoices\US\Contact\contact2.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_contact3 { name = "DVUS_contact3"; sound[] = {"\DynamicVoices\US\Contact\contact3.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_contact4 { name = "DVUS_contact4"; sound[] = {"\DynamicVoices\US\Contact\contact4.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_contact5 { name = "DVUS_contact5"; sound[] = {"\DynamicVoices\US\Contact\contact5.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_contact6 { name = "DVUS_contact6"; sound[] = {"\DynamicVoices\US\Contact\contact6.wss", 0.01, 1.0}; titles[] = {}; }; Â Â class DVUS_contact7 { name = "DVUS_contact7"; sound[] = {"\DynamicVoices\US\Contact\contact7.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_contact8 { name = "DVUS_contact8"; sound[] = {"\DynamicVoices\US\Contact\contact8.wss", 0.01, 1.0}; titles[] = {}; }; Â Â class DVUS_contact9 { name = "DVUS_contact9"; sound[] = {"\DynamicVoices\US\Contact\contact9.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_contact10 { name = "DVUS_contact10"; sound[] = {"\DynamicVoices\US\Contact\contact10.wss", 0.01, 1.0}; titles[] = {}; }; Â Â class DVUS_contact11 { name = "DVUS_contact11"; sound[] = {"\DynamicVoices\US\Contact\contact11.wss", 0.01, 1.0}; titles[] = {}; }; Â Â class DVUS_contact12 { name = "DVUS_contact12"; sound[] = {"\DynamicVoices\US\Contact\contact12.wss", 0.01, 1.0}; titles[] = {}; }; Â Â class DVUS_contact13 { name = "DVUS_contact13"; sound[] = {"\DynamicVoices\US\Contact\contact13.wss", 0.01, 1.0}; titles[] = {}; }; Â Â class DVUS_contact14 { name = "DVUS_contact14"; sound[] = {"\DynamicVoices\US\Contact\contact14.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_contact15 { name = "DVUS_contact15"; sound[] = {"\DynamicVoices\US\Contact\contact15.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_contact16 { name = "DVUS_contact16"; sound[] = {"\DynamicVoices\US\Contact\contact16.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_clear1 { sound[] = {"\DynamicVoices\US\Contact\clear1.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_clear2 { sound[] = {"\DynamicVoices\US\Contact\clear2.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_hit1 { sound[] = {"\DynamicVoices\US\hit\hit1.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_hit2 { sound[] = {"\DynamicVoices\US\hit\hit2.wss", 0.01, 1.0}; titles[] = {}; }; class DVUS_safe1 { sound[] = {"\DynamicVoices\US\safe\safe1.wss", 0.0005, 1.0}; titles[] = {}; }; class DVUS_safe2 { sound[] = {"\DynamicVoices\US\safe\safe2.wss", 0.0005, 1.0}; titles[] = {}; }; class DVUS_safe3 { sound[] = {"\DynamicVoices\US\safe\safe3.wss", 0.0005, 1.0}; titles[] = {}; }; class DVUS_safe4 { sound[] = {"\DynamicVoices\US\safe\safe4.wss", 0.0005, 1.0}; titles[] = {}; }; class DVUS_safe5 { sound[] = {"\DynamicVoices\US\safe\safe5.wss", 0.0005, 1.0}; titles[] = {}; }; class DVUS_safe6 { sound[] = {"\DynamicVoices\US\safe\safe6.wss", 0.0005, 1.0}; titles[] = {}; }; class DVUS_safe7 { sound[] = {"\DynamicVoices\US\safe\safe7.wss", 0.0005, 1.0}; titles[] = {}; }; class DVUS_safe8 { sound[] = {"\DynamicVoices\US\safe\safe8.wss", 0.0005, 1.0}; titles[] = {}; }; class DVUS_safe9 { sound[] = {"\DynamicVoices\US\safe\safe9.wss", 0.0005, 1.0}; titles[] = {}; }; class DVUS_safe10 { sound[] = {"\DynamicVoices\US\safe\safe10.wss", 0.0005, 1.0}; titles[] = {}; }; Â Â class DVRU_needreload1 { sound[] = {"\DynamicVoices\RU\Combat\reloading1.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_needreload2 { sound[] = {"\DynamicVoices\RU\Combat\reloading2.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_firegrenade1 { sound[] = {"\DynamicVoices\RU\Combat\firegrenade1.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_firegrenade2 { sound[] = {"\DynamicVoices\RU\Combat\firegrenade2.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_combat1 { sound[] = {"\DynamicVoices\RU\Combat\combat1.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_combat2 { sound[] = {"\DynamicVoices\RU\Combat\combat2.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_combat3 { sound[] = {"\DynamicVoices\RU\Combat\combat3.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_combat4 { sound[] = {"\DynamicVoices\RU\Combat\combat4.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_combat5 { sound[] = {"\DynamicVoices\RU\Combat\combat5.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_combat6 { sound[] = {"\DynamicVoices\RU\Combat\combat6.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_combat7 { sound[] = {"\DynamicVoices\RU\Combat\combat7.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_combat8 { sound[] = {"\DynamicVoices\RU\Combat\combat8.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_combat9 { sound[] = {"\DynamicVoices\RU\Combat\combat9.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_combat10 { sound[] = {"\DynamicVoices\RU\Combat\combat10.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_combat11 { sound[] = {"\DynamicVoices\RU\Combat\combat11.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_combat12 { sound[] = {"\DynamicVoices\RU\Combat\combat12.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_combat13 { sound[] = {"\DynamicVoices\RU\Combat\combat13.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_combat14 { sound[] = {"\DynamicVoices\RU\Combat\combat14.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_combat15 { sound[] = {"\DynamicVoices\RU\Combat\combat15.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_combat16 { sound[] = {"\DynamicVoices\RU\Combat\combat16.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_combat17 { sound[] = {"\DynamicVoices\RU\Combat\combat17.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_combat18 { sound[] = {"\DynamicVoices\RU\Combat\combat18.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_combat19 { sound[] = {"\DynamicVoices\RU\Combat\combat19.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_combat20 { sound[] = {"\DynamicVoices\RU\Combat\combat20.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_combat21 { sound[] = {"\DynamicVoices\RU\Combat\combat21.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_combat22 { sound[] = {"\DynamicVoices\RU\Combat\combat22.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_combat23 { sound[] = {"\DynamicVoices\RU\Combat\combat23.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_combat24 { sound[] = {"\DynamicVoices\RU\Combat\combat24.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_contact1 { sound[] = {"\DynamicVoices\RU\Contact\contact1.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_contact2 { sound[] = {"\DynamicVoices\RU\Contact\contact2.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_contact3 { sound[] = {"\DynamicVoices\RU\Contact\contact3.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_contact4 { sound[] = {"\DynamicVoices\RU\Contact\contact4.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_contact5 { sound[] = {"\DynamicVoices\RU\Contact\contact5.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_contact6 { sound[] = {"\DynamicVoices\RU\Contact\contact6.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_contact7 { sound[] = {"\DynamicVoices\RU\Contact\contact7.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_contact8 { sound[] = {"\DynamicVoices\RU\Contact\contact8.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_contact9 { sound[] = {"\DynamicVoices\RU\Contact\contact9.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_contact10 { sound[] = {"\DynamicVoices\RU\Contact\contact10.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_contact11 { sound[] = {"\DynamicVoices\RU\Contact\contact11.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_contact12 { sound[] = {"\DynamicVoices\RU\Contact\contact12.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_contact13 { sound[] = {"\DynamicVoices\RU\Contact\contact13.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_contact14 { sound[] = {"\DynamicVoices\RU\Contact\contact14.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_contact15 { sound[] = {"\DynamicVoices\RU\Contact\contact15.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_contact16 { sound[] = {"\DynamicVoices\RU\Contact\contact16.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_contact17 { sound[] = {"\DynamicVoices\RU\Contact\contact17.wss", 0.01, 1.0}; titles[] = {}; }; class DVRU_safe1 { sound[] = {"\DynamicVoices\RU\safe\safe1.wss", 0.0005, 1.0}; titles[] = {}; }; class DVRU_safe2 { sound[] = {"\DynamicVoices\RU\safe\safe2.wss", 0.0005, 1.0}; titles[] = {}; }; class DVRU_safe3 { sound[] = {"\DynamicVoices\RU\safe\safe3.wss", 0.0005, 1.0}; titles[] = {}; }; class DVRU_safe4 { sound[] = {"\DynamicVoices\RU\safe\safe4.wss", 0.0005, 1.0}; titles[] = {}; }; class DVRU_safe5 { sound[] = {"\DynamicVoices\RU\safe\safe5.wss", 0.0005, 1.0}; titles[] = {}; }; class DVRU_safe6 { sound[] = {"\DynamicVoices\RU\safe\safe6.wss", 0.0005, 1.0}; titles[] = {}; }; class DVRU_safe7 { sound[] = {"\DynamicVoices\RU\safe\safe7.wss", 0.0005, 1.0}; titles[] = {}; }; class DVRU_safe8 { sound[] = {"\DynamicVoices\RU\safe\safe8.wss", 0.0005, 1.0}; titles[] = {}; }; class DVRU_safe9 { sound[] = {"\DynamicVoices\RU\safe\safe9.wss", 0.0005, 1.0}; titles[] = {}; }; class DVRU_safe10 { sound[] = {"\DynamicVoices\RU\safe\safe10.wss", 0.0005, 1.0}; titles[] = {}; }; class DVRU_safe11 { sound[] = {"\DynamicVoices\RU\safe\safe11.wss", 0.0005, 1.0}; titles[] = {}; }; class DVRU_safe12 { sound[] = {"\DynamicVoices\RU\safe\safe12.wss", 0.0005, 1.0}; titles[] = {}; }; class DVRU_safe13 { sound[] = {"\DynamicVoices\RU\safe\safe13.wss", 0.0005, 1.0}; titles[] = {}; }; class DVRU_safe14 { sound[] = {"\DynamicVoices\RU\safe\safe14.wss", 0.0005, 1.0}; titles[] = {}; }; class DVRU_safe15 { sound[] = {"\DynamicVoices\RU\safe\safe15.wss", 0.0005, 1.0}; titles[] = {}; }; class DVRU_safe16 { sound[] = {"\DynamicVoices\RU\safe\safe16.wss", 0.0005, 1.0}; titles[] = {}; }; class DVRU_safe17 { sound[] = {"\DynamicVoices\RU\safe\safe17.wss", 0.0005, 1.0}; titles[] = {}; }; class DVRU_safe18 { sound[] = {"\DynamicVoices\RU\safe\safe18.wss", 0.0005, 1.0}; titles[] = {}; }; class DVRU_safe19 { sound[] = {"\DynamicVoices\RU\safe\safe19.wss", 0.0005, 1.0}; titles[] = {}; }; class DVRU_safe20 { name = ""; sound[] = {"\DynamicVoices\RU\safe\safe20.wss", 0.0005, 1.0}; titles[] = {}; }; Hope you get the gist of how things point to each other here. If you have issues, just post here and I'll try and help if possible. -19KiLo Share this post Link to post Share on other sites
malick 0 Posted August 13, 2007 Thanks, 19Kilo, I get the point. I'll give it a try ASAP Thanks again : that's what I call a community ! Malick Share this post Link to post Share on other sites
hedcrusha 0 Posted August 14, 2007 Did exacly what you did when XAM came out and i got errors. It was saying cant locate DVUS (sounds) ect. Thats why i gave up. Did you get this error? Or just a bad config im guessing. Btw if you DO release this you MUST give credit to the XAM team as they were the ones who wrote the scripts in order to get the dynamic voices and sounds in game. Share this post Link to post Share on other sites
19KiLo 0 Posted August 14, 2007 Sounds like the paths in your config aren't right. Thank god for "find/replace". Yeah, I'm having second thoughts about trying to package all my changes into a mod. Alot of the original script-work was done by others, and I just reverse-engineered stuff and added my own sounds/config changes. Even though I think my changes are superior to what was original, it'd be a pain to sort out everything. Basically, I "personalized" many of the popular addons of the day. "Hey, this is a cool addon...... now it's cooler" hehe. I may release seperate stuff that's my own scripting, i.e. Smoke Generators for M1/T72. -19KiLo I just thought of something. try removing the "/" from the beginning of your path statements. Share this post Link to post Share on other sites
PTV-Jobo 820 Posted September 25, 2007 Would anyone be up for helping me out on how to do this as well? Instead of combining with FDF, I wanted to do it with Chammy's sound mod and include all the wonderful sounds from XAM--only and solely for personal usage to help myself enjoy the game a bit more. Share this post Link to post Share on other sites
HGuderian 0 Posted October 21, 2007 @19Kilo Hi! I've arranged for personal use DynamicVoices with the inspiration of your config example. I'm using Extended_Init_EH's way to do that. Nothing wrong exceept this" "_muzzle = _this [#]select 2" Error "Divisore Zero". Have you the same problem? Or may you suggest a solution? Greetings Share this post Link to post Share on other sites
PTV-Jobo 820 Posted October 22, 2007 BTW, does anyone know where to find the config file to change the impact sounds? I can find the weapons, vehicles, etc.....but not the config to edit the sounds for impacts and such. Share this post Link to post Share on other sites
HGuderian 0 Posted October 22, 2007 In Characters.PBO I think. Share this post Link to post Share on other sites
PTV-Jobo 820 Posted October 22, 2007 I found some character stuff but not like bullet impacts and such. I *think* I found it though. In weapons there was a config.bin and sure enough I found the bullet sounds. Now I have another dilemma of does it still work if I don't re-bin it or not since I haven't figured out how the hell to use to stupid tool that is suppose to make bin files lol. Oy its just one headache after another these days. But thanks for the heads up. Now I found the other character sounds. Wee! Share this post Link to post Share on other sites
Radic 0 Posted October 23, 2007 Betsalel, if you're not already using it (sounds like you're not) - you need to get eliteness 2.12 - this is a fantastic tool that lets you unpbo, create pbo's, debinarise and create binarised files all in one unit. It can be a bit confusing to use - ie. when you select the unbinarise option you get no noticeable response - then you select save as and this will throw up the original name - ie. config.bin - which you then have to manually rename to config.cpp - but it is all pretty intuitive and easily worked out. Share this post Link to post Share on other sites
PTV-Jobo 820 Posted October 23, 2007 Radic, you're a life saver man! I owe ya one. Just downloaded it and works. I didn't even know it checks for errors in the config. Managed to find one or two and was able to fix it in Ultraedit. So yeah this tool is great. Thanks a bunch for the heads up. Share this post Link to post Share on other sites