SD_BOB 10 Posted April 23, 2008 Great script, additions like this are just making this game. Sorry if this is covered in the readme; but is it possible to have the chatter stop when the unit is in stealth mode? Kind of annoying when your sneaking and people shout "GET SOME!!" at the top of their lungs. I know this doesnt affect AI, but just for ambience sake. Share this post Link to post Share on other sites
Wolfrug 0 Posted April 23, 2008 Edit: Fixed the RUG_TerminalDistance typo Well, when in Stealth they should quiet down their "regular" chatter (which is there in safe/aware/combat - depending on language), but it won't stop their event-based chat. Event-based meaning things like spotting an enemy, throwing a grenade, being wounded etc. Many people use Stealth when in combat because it tends to make your soldiers stay low more often, and they also do this for the AI squads. But if you insist, you can disable all the voices while you're in stealth, by making a little script that looks something like: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> while {alive Player} do { waitUntil {behaviour Player == "STEALTH"}; RUG_DSAI_TerminalDistance = 0; waitUntil {behaviour Player !="STEALTH"}; RUG_DSAI_TerminalDistance = 500; }; Or somesuch. But of course that disables voices for the enemies and all other groups as well @PrivateNoob Glad you got it sorted Regards, Wolfrug Share this post Link to post Share on other sites
KeyCat 131 Posted April 23, 2008 The scripts -should- check for if these variables have been set already and if they have leave them alone, but there's a slight chance that it might have been overlooked for the initialization. Hi Wolfrug, Last night I tried to add a delay (1-5 sec) but can't get it to work, I can't even get "RUG_TerminalDistance = -1" to work if used with a radio trigger, AI still chatters along? Haven't had time to look inside your PBO but something seems to be broken. I'm testing this in the editor in SP, no other addons (except XEH 1.7) for time being. Keep it up! /KC Share this post Link to post Share on other sites
Wolfrug 0 Posted April 23, 2008 :P Checked it myself in the editor, and I got worried for a moment there: it's just a typo in the readme. The correct global variables are: RUG_DSAI_TerminalDistance and RUG_DSAI_CycleTime I'll fix this in the wiki-page ASAP. My mistake! D'oh. I tested it with 0 and -1, and it works. Edit: And I also checked the initialization just to be sure, and yes, it does check if RUG_DSAI_TerminalDistance has been set before trying to apply the default, so I don't see why setting in in the init.sqf directly shouldn't work! Regards, Wolfrug Share this post Link to post Share on other sites
KeyCat 131 Posted April 23, 2008 ...it's just a typo in the readme. That explains it! Thanks for the heads-up will test tonight. /KC Share this post Link to post Share on other sites
kuIoodporny 45 Posted April 23, 2008 If I'm not mistaken, soldiers in vehicles aren't chatting... could it be done so they talk while in veh? Share this post Link to post Share on other sites
Wolfrug 0 Posted April 23, 2008 In the original version, soldiers did chat in vehicles, but vehicle-chatting doesn't work the same way in ArmA as it does in OFP! For instance: even if the soldier's lips are moving ("talking"), the vehicle as a whole is the source of the sound. Letting the soldiers talk would give rise to tanks and closed 5t trucks or, god forbid, helicopters that keep chattering away at you Well - this would still be okay in principle, you could just run some extra checks to see if the player is inside the vehicle or not, and if so, let the scripts run. But sadly since it's the vehicle as a whole and not individual soldiers doing the talking, you can barely hear the shouts and such while inside it! So either way it's quite pointless. I'd love to have chatting in vehicles too, but for now all the scripts cancel if the unit is inside a vehicle. Regards, Wolfrug Share this post Link to post Share on other sites
mrcash2009 0 Posted April 23, 2008 After realising I was an idiot with setting waypoints to "Danger" and wondering what all the chatting was about *DOH!* and also messing with the time intervals, this with ECS rules. Great work mate Share this post Link to post Share on other sites
tedbell 0 Posted April 24, 2008 Thank you, thank you, thank you! I have been using this addon since its first release. Battlefields are so full of life with the added ambient chatter that this mod brings. Thanks to sickboy for his help! This mod deserves such special attention. Share this post Link to post Share on other sites
kuIoodporny 45 Posted April 24, 2008 In the original version, soldiers did chat in vehicles, but vehicle-chatting doesn't work the same way in ArmA as it does in OFP! For instance: even if the soldier's lips are moving ("talking"), the vehicle as a whole is the source of the sound. Letting the soldiers talk would give rise to tanks and closed 5t trucks or, god forbid, helicopters that keep chattering away at you  Well - this would still be okay in principle, you could just run some extra checks to see if the player is inside the vehicle or not, and if so, let the scripts run. But sadly since it's the vehicle as a whole and not individual soldiers doing the talking, you can barely hear the shouts and such while inside it! So either way it's quite pointless. I'd love to have chatting in vehicles too, but for now all the scripts cancel if the unit is inside a vehicle. Regards, Wolfrug LOL, it seems like BIS wanted to make some propaganda vehicles Hope it's goint to be fixed... I'm definitely not prepared for ArmA 2 xD Share this post Link to post Share on other sites
malick 0 Posted April 30, 2008 Thank you for this very nice and updated DSAI. I tried the first version but in some situations it seemed off to me, soldiers were constantly burping and shouting. This one adds so much to the atmosphere without being overdone, it's nearly perfect ! Thank you ! Malick Share this post Link to post Share on other sites
william1 0 Posted May 4, 2008 there is an expression in the english voices that not corresponds with english languaje , is the expression "hijo de p**a", let's say that it's a quite typical spanish expression , i've not been able to locate it in the sounds folder because there are a lot of sounds but i hear it sometimes during battle Share this post Link to post Share on other sites
Uziyahu--IDF 0 Posted May 4, 2008 Any chance you can program this to randomly set a pitch value to the voice of each soldier (the way OFP:R let you customize your own character's voice pitch) when the mission is initialized, adding a human variety to the sound? Share this post Link to post Share on other sites
kuIoodporny 45 Posted May 4, 2008 Any chance you can program this to randomly set a pitch value to the voice of each soldier (the way OFP:R let you customize your own character's voice pitch) when the mission is initialized, adding a human variety to the sound? That's great idea, but I'm afraid it's hard to get it to work. Share this post Link to post Share on other sites
CameronMcDonald 146 Posted May 4, 2008 It'd be a case of beefing up the config hardcore, AFAIK it's not possible to include the random command within a config? Share this post Link to post Share on other sites
Mr Sarkey 0 Posted May 4, 2008 Just gave this a go, works great, adds to the game massively. Share this post Link to post Share on other sites
kuIoodporny 45 Posted May 4, 2008 I got stupid question - does this mod recognize whether the unit is male or female? Share this post Link to post Share on other sites
quiet_man 8 Posted May 13, 2008 I got stupid question - does this mod recognize whether the unit is male or female? and by the way: Aliens? QuietMan Share this post Link to post Share on other sites
Wolfrug 0 Posted May 14, 2008 Ah, sorry for the unresponsiveness, been keeping busy! 1) Random pitch etc: not going to happen, although if you want to edit all the voice files and copy them a couple of times, you can "sort of" get random pitches...and up the size of the addon by a lot :P So no, sadly not really workable as of now. 2) Male or female: Nyet, not right now. Good thought though. See, thing is, that with the notable exception of agamoth's freedom fighters, there are really no female addons so far. Although it is possible to figure out the gender of the unit via the config (AFAIK), and although it would be possible to code it into the scripts to use different voices for females, so far at least that's probably not going to happen. I don't think agamoth's freedom fighters use the proper female-switch anyway (since they all sound like men ). Aliens aren't specifically recognized by this script, and will probably sound like enraged arabs if engaged... HOWEVER: Thanks to the modular structure of DSAI, you can easily enough make it "recognize" these special units, either through script or through actual config editing. You can, for instance, create an addon that is all amazon women, and then create a soundpack for them, and then tell the config of these amazon women to use that soundpack excusively. Likewise with aliens. Alternatively, you can create your own soundpack for the aliens or amazon-women, and then in your mission use a simple init-switch to make them use that soundpack! All of this can be discovered by checking out the wiki page, linked to on the first page Glad you're liking it so far! Regards, Wolfrug Share this post Link to post Share on other sites
styxx42 0 Posted June 13, 2008 It has been said before, but it must be said again. WOW this really does add to the whole flavour of the game. Thanks so much to both Wolfrug and Sickboy. This Rocks. Styxx Share this post Link to post Share on other sites
Wolfrug 0 Posted June 14, 2008 I believe I speak for the both of us when I say : thanks! As other addon-and-content makers around here have said: the only reward we get from our work is the appreciation of the community, and the knowledge we're making someone's playing experience better. Glad you like it! If you have any other comments or suggestions, feel free to voice them! Regards, Wolfrug Share this post Link to post Share on other sites
malick 0 Posted June 17, 2008 If you want some praise : I really love this addon ! It immensely enhances the experience in SP. In MP it may give a bit unfaire advantage, as enemy units may be heard when they talk Too bad, it's just a side effect. However, I noticed that sometimes, some script doesn't find a specific sound, like 'medic2' or something similar. Anyone else ? Thank you, all that worked on that addon ! Malick Share this post Link to post Share on other sites
kuIoodporny 45 Posted June 17, 2008 If you want some praise : I really love this addon ! It immensely enhances the experience in SP. In MP it may give a bit unfaire advantage, as enemy units may be heard when they talk Too bad, it's just a side effect.However, I noticed that sometimes, some script doesn't find a specific sound, like 'medic2' or something similar. Anyone else ? Thank you, all that worked on that addon ! Malick "Human factor" and realism are priceless. At least I don't really care about "fairness" in these parts of gameplay medic2? it could be ECS or EVA... Share this post Link to post Share on other sites
Inkslinger 1 Posted June 17, 2008 I absolutely love this addon. Ive been revamping a version of Warfare with the Resistance as FFAA Terrorists and hearing them shout while your fighting them is sweet. However the Arabic sounds seem to be a little loud, it sounds like they are 50m from you but there usually 200m. One thing I cant figure out is the Resistance seem to be the only ones that it works on. The East and West units aren't saying anything. Of course since its MP its probably for the best. Also Ive noticed the missing medic2 sound as well. next time I see it i'll take a SS. and report what it actually says. Another thing Ive noticed is sometimes in SP they seem to get stuck on stupid. they'll shout they are bleeding or hurt but after healing them they still keep shouting. Ive had it happen with Reloading too. I had 3 guys run out of ammo, got them some more but they still constantly shouted reloading. Had to send them off on there own and toss a nade to them..LOL. I also had other AI enhancements running as well, like truerange AI, and SIX's blood and tracers so there might have been conflicts. Share this post Link to post Share on other sites
mrcash2009 0 Posted June 18, 2008 Quote[/b] ] I had 3 guys run out of ammo, got them some more but they still constantly shouted reloading. Had to send them off on there own and toss a nade to them..LOL. hahaha ... that made me laugh. Lets be glad its only a game and real life ... (im thinking torrets syndrome here ) Share this post Link to post Share on other sites