Jamoose 0 Posted February 11, 2008 I just thought I'd ask this as I already know the solution, but I want to see if I can save alot of time by finding another one. I currently have several blank ogg files named "1s" "2s" "3s" etc. The names meaning how many seconds they're meant to last for. I got some ogg files from the ofp cwc campaign folder and wav2lipped them, so I had several lip files, each with a different length. So basically I want my characters to move their mouths, but not make any sound, so I use subtitles. But here's the problem. I've put these "sounds" into my mission and what I want to do is simply pick one, for example gunner say "4s" and then follow it with: titleText ["[Gunner] Hey, Kilgore, we're not far from the port now. It's in sight.","Plain Down"] The problem is, when I do this, the titleText disappears in a split second of appearing but he still "talks". I then found out I in the Description.ext that I had to add the titles to the sound itself. So, yes, the solution would be to make seperate sounds and give them titles, but I want to simply use titletext to save me time having to make loads of sounds for each bit of speech. Is there a way I can make subtitles using titleText over lip movements, rather than assigning subtitles in the Description.ext? Thanks, Jamoose Share this post Link to post Share on other sites
six6six 0 Posted February 11, 2008 Do you have a wait after the talking? If not, add ~5 the line after the title text which will cause the text to stay for 5 seconds before the next action is performed. Share this post Link to post Share on other sites
Jamoose 0 Posted February 11, 2008 Yes, I've already got a set time after each titletext. Share this post Link to post Share on other sites
sim 0 Posted February 12, 2008 Could you possibly paste your description.ext file so I could have a look at it? Share this post Link to post Share on other sites
Jamoose 0 Posted February 12, 2008 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgSounds { // List of sounds (.ogg files without the .ogg extension) sounds[] = {0s, 1s, 2s, 3s, 4s, 5s, 6s, 7s, 8s, 9s, 10s, 12s, 13s, 14s, 21s}; // Class definition needed for each sound class 0s { // Name to display in mission editor name = "0s"; // Sound path, volume, pitch sound[] = {\sound\0s.ogg, db + 0, 1.0}; // Sound title text (set to no text) titles[] = {0, ""}; }; class 1s { // Name to display in mission editor name = "1s"; // Sound path, volume, pitch sound[] = {\sound\1s.ogg, db + 0, 1.0}; // Sound title text (set to no text) titles[] = {0, ""}; }; class 2s { // Name to display in mission editor name = "2s"; // Sound path, volume, pitch sound[] = {\sound\2s.ogg, db + 0, 1.0}; // Sound title text (set to no text) titles[] = {0, ""}; }; class 3s { // Name to display in mission editor name = "3s"; // Sound path, volume, pitch sound[] = {\sound\3s.ogg, db + 0, 1.0}; // Sound title text (set to no text) titles[] = {0, ""}; }; class 4s { // Name to display in mission editor name = "4s"; // Sound path, volume, pitch sound[] = {\sound\4s.ogg, db + 0, 1.0}; // Sound title text (set to no text) titles[] = {}; }; class 5s { // Name to display in mission editor name = "5s"; // Sound path, volume, pitch sound[] = {\sound\5s.ogg, db + 0, 1.0}; // Sound title text (set to no text) titles[] = {0, ""}; }; class 6s { // Name to display in mission editor name = "6s"; // Sound path, volume, pitch sound[] = {\sound\6s.ogg, db + 0, 1.0}; // Sound title text (set to no text) titles[] = {0, ""}; }; class 7s { // Name to display in mission editor name = "7s"; // Sound path, volume, pitch sound[] = {\sound\7s.ogg, db + 0, 1.0}; // Sound title text (set to no text) titles[] = {0, ""}; }; class 8s { // Name to display in mission editor name = "8s"; // Sound path, volume, pitch sound[] = {\sound\8s.ogg, db + 0, 1.0}; // Sound title text (set to no text) titles[] = {0, ""}; }; class 9s { // Name to display in mission editor name = "9s"; // Sound path, volume, pitch sound[] = {\sound\9s.ogg, db + 0, 1.0}; // Sound title text (set to no text) titles[] = {0, ""}; }; class 10s { // Name to display in mission editor name = "10s"; // Sound path, volume, pitch sound[] = {\sound\10s.ogg, db + 0, 1.0}; // Sound title text (set to no text) titles[] = {0, ""}; }; class 12s { // Name to display in mission editor name = "12s"; // Sound path, volume, pitch sound[] = {\sound\12s.ogg, db + 0, 1.0}; // Sound title text (set to no text) titles[] = {0, ""}; }; class 13s { // Name to display in mission editor name = "13s"; // Sound path, volume, pitch sound[] = {\sound\13s.ogg, db + 0, 1.0}; // Sound title text (set to no text) titles[] = {0, ""}; }; class 14s { // Name to display in mission editor name = "14s"; // Sound path, volume, pitch sound[] = {\sound\14s.ogg, db + 0, 1.0}; // Sound title text (set to no text) titles[] = {0, ""}; }; class 21s { // Name to display in mission editor name = "21s"; // Sound path, volume, pitch sound[] = {\sound\21s.ogg, db + 0, 1.0}; // Sound title text (set to no text) titles[] = {0, ""}; }; }; As you can see, OFP wants to use those titles set to [0, ""]. Is there a way I can make OFP ignore them so I can use titleText? I've tried switching them to titles[] = {}, but it hasn't helped. Share this post Link to post Share on other sites
Jamoose 0 Posted February 12, 2008 Ahah, I've just discovered what a stringtable.csv was and it will make my voices a whole lot easier. I had a search into the Guerilla Attack 1 campaign by SeAnVeR which uses the same technique. This helped a lot. I can save time just by copying and pasting each sound in the description.ext, changing the subtitle and name, but keeping the sound file the same, for example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class STRM_i6 { // Name to display in mission editor name = "STRM_i6"; // Sound path, volume, pitch sound[] = {\sound\4s.ogg, db + 0, 1.0}; // Sound title text (set to no text) titles[] = {0, "$STRM_i6"}; }; As you can see, I've changed the name and title to the text in the StringTable file, but I've kept the sound file as "4s". So I won't need to keep making blank sound files. Just thought I'd explain it just incase any one else wants to this technique. If you don't want to voice act and you don't have a good Text-to-speech program. Try this technique. Thanks anyway guys. Share this post Link to post Share on other sites
sim 0 Posted February 12, 2008 Glad you figured it out without much help, makes picking things up a lot easier sometimes Share this post Link to post Share on other sites