Wolfrug 0 Posted September 8, 2010 is it somehow possible to use only the combat related sounds? Some of the others break immersion in stealth missions. thx in advance When your soldiers are in "stealth" mode, they will be pretty quiet (almost no sounds at all): not surprising that they're a bit louder when in danger mode, hmm (e.g., they're being shot at, or shooting at enemies)? Regards, Wolfrug Share this post Link to post Share on other sites
jumpinghubert 49 Posted September 8, 2010 thanks for the fix, wolfrug! Share this post Link to post Share on other sites
KingN 251 Posted September 8, 2010 Great addon Wolfrug! One problem though: setting a new value for the variable RUG_CycleTime in the init.sqf doesn't seem to have effect. I even tried RUG_CycleTime = 0.001; but the units won't become any more talkative. Am I missing something? Share this post Link to post Share on other sites
Wolfrug 0 Posted September 8, 2010 Oh, where did I say the variable name is RUG_Cycletime? That's a typo, in that case, and I should fix it: the real variable name is RUG_DSAI_Cycletime, and it's used directly in every script so there shouldn't be any room for error. If it still doesn't work, try waiting for ~1 sec for the scripts to initialize, and then set it (since you can change it at any time). Also note it's not an absolute value in seconds, but varies between behaviour modes and such :) Glad you like it! Regards, Wolfrug Share this post Link to post Share on other sites
KingN 251 Posted September 8, 2010 Oh, where did I say the variable name is RUG_Cycletime? That's a typo, in that case, and I should fix it: the real variable name is RUG_DSAI_Cycletime, and it's used directly in every script so there shouldn't be any room for error. If it still doesn't work, try waiting for ~1 sec for the scripts to initialize, and then set it (since you can change it at any time).Also note it's not an absolute value in seconds, but varies between behaviour modes and such :) Glad you like it! Regards, Wolfrug Ok that did the trick. Thanks. :) It said "RUG_CycleTime" in the readme of the addon, downloaded it from Filefront. There's also another variable called "RUG_TerminalDistance" in the readme, should this also be "RUG_DSAI_TerminalDistance" maybe? Haven't tried it yet. Share this post Link to post Share on other sites
Wolfrug 0 Posted September 9, 2010 Yes, it's RUG_DSAI_Terminaldistance. This at least is correct on the BIKI page, but apparently it's snuck into the 'offline' readme. Oh well. Manual errata, I suppose ;) And you can also change the terminal distance at any point, so feel free to try it. Regards, Wolfrug Share this post Link to post Share on other sites
Jonn 10 Posted September 11, 2010 I know I'm late to the party, but I will check this out. Thanks for the addon :) Share this post Link to post Share on other sites
Jonn 10 Posted September 12, 2010 When your soldiers are in "stealth" mode, they will be pretty quiet (almost no sounds at all): not surprising that they're a bit louder when in danger mode, hmm (e.g., they're being shot at, or shooting at enemies)?Regards, Wolfrug I just test this out, I had my guys on "stealth" mode and they keep talking, they say things like "this sucks man", "yes sir" (I Never gave him and order), and other random things that makes no sense. On the other hand the combat chatter is awesome!!, This addon shines when you engage the enemy (Or when you're being engaged by the enemy), Combat chatter is dead-on. You just need to make them talk a little less when not in Combat. Again, Thanks for the Mod. Share this post Link to post Share on other sites
Wolfrug 0 Posted September 12, 2010 Regarding stealth: when a human is commanding, behaviour modes don't work quite the same way. I'm conscious this might be an oversight, but try to create an AI-controlled squad and give them a waypoint using "stealth", and then see if they still talk. If so, that's...a little weird :) Although I believe they do have one or two things to say. Oh well :) Glad you like it! Regards, Wolfrug Share this post Link to post Share on other sites
Gunter Severloh 4071 Posted September 12, 2010 LOL they say things like "this sucks man", "yes sir" or they say things like "cmon out asshole", "I should have joined the airforce" Just like in Arma. I always wondered how did you make the Ai say stuff in terms of situations, I mean they are really spot on when they say stuff in situations where you would say something in the area of what they do say? In some situations when you are trying to be quiet, lol they would be like "ssh" "stay down" or "spread out" in a wisper voice, situation presents it. Share this post Link to post Share on other sites
Muahaha 10 Posted September 23, 2010 Guys, Is this workable on OA/BAF? Do I need to synch it with the units in order to use it? Thanks in advance. Share this post Link to post Share on other sites
Wolfrug 0 Posted September 23, 2010 No, it should work automatically. If it doesn't, it means the units aren't compatible with CBA (they use config-based eventhandlers that override CBA). But there are no British voices, so it might not sound all that good on them... Regards, Wolfrug Share this post Link to post Share on other sites
kroky 1 Posted September 29, 2010 @Wolfrug How can I change the priority of the used languages? I would like to use Arab voices for OPFOR and for GUERILLAS and for CIVILIANS. (Which fits Takistan). Please provide a small guide how to adapt this. Share this post Link to post Share on other sites
Wolfrug 0 Posted September 29, 2010 (edited) @WolfrugHow can I change the priority of the used languages? I would like to use Arab voices for OPFOR and for GUERILLAS and for CIVILIANS. (Which fits Takistan). Please provide a small guide how to adapt this. Hi there! Well, this can be a little complicated. Arab voices are by default defined as RUG_WANTEDSIDE {"GUER", "EAST"}; This means that they will be assigned primarily to GUER, or alternatively to EAST if EAST remains undefined. However, only one language is defined per side by default, meaning you'd only get the Independent side to speak Arab. As for civilians, the Arab voices are all "combat" ones (e.g. "die American swine!") so it might not be very appropriate for them. The easy way out is to fix it with scripting. The BIKI provides some scripting alternatives you can use in your own missions/editor fun. Simply define this array at the start of the mission (in the init.sqf, for example): RUG_DSAI_SIDES = ["EAST", "WEST", "GUER", "CIV", "sideEnemy"]; Replacing "EAST" etc with the appropriate language. So for you: RUG_DSAI_SIDES = [ "RUG_DSAIArab", "RUG_DSAIENG","RUG_DSAIArab", "RUG_DSAIArab", "UNDEFINED" ]; If this is enough for you, then groovy. As to an automatic, addon-based solution, well... The easiest way to that I can imagine to allow the OPFOR to speak Arab as well would in fact be to create an exact copy of the Arab voices pbo, renaming it slightly, and then simply changing the order in the WANTEDSIDE array to EAST, GUER. The only thing you would have to do is: a) Make a copy of the RUG_DSAIArab.pbo and rename it e.g. RUG_DSAIArab2.pbo (the filename will need to correspond to the changes in the addon.h below) b). Open up the pbo, and make some minor changes in the addon.h: #define RUG_WANTEDSIDE {"EAST", "GUER"}; #define RUG_ADDON RUG_DSAIArab2 #define RUG_ADDON_STR "RUG_DSAIArab2" c) Rename the RUG_DSAIArab_Init.sqf file to fit your new name, e.g. "RUG_DSAIArab2_Init.sqf". (thanks Kroky!) d) Recompile the pbo. And that should be it :) Good luck! Remember to remove any conflicting guer/east packs first though (e.g. the russian and spanish ones)! Regards, Wolfrug Edited September 30, 2010 by Wolfrug Share this post Link to post Share on other sites
kroky 1 Posted September 29, 2010 (edited) @Wolfrug Thank you very much for this very comprehensive guide. I've chosen the copy/alter method and created a new addon. Will report back if it works. But it should since it's quite logical :) EDIT: I've got an error message: Script RUG_DSAIArabEast\RUG_DSAIArabEast_Init.sqf not found. What do I miss? EDIT2: Ok I found it out by myself. I had to rename the init file within the .pbo corresponding to the name of the pbo file. Now it should work. Edited September 29, 2010 by Kroky Share this post Link to post Share on other sites
Wolfrug 0 Posted September 30, 2010 Great. Missed that one, yeah, oops. :) Fixed the instructions above in case someone else wants to do the same! I trust it worked? Regards, Wolfrug Share this post Link to post Share on other sites
WillaCHilla 10 Posted September 30, 2010 Great. Missed that one, yeah, oops. :) Fixed the instructions above in case someone else wants to do the same! I trust it worked?Regards, Wolfrug Are you able to use the same public-key (RUG DSAI) after doing these changes in the addon? Share this post Link to post Share on other sites
Wolfrug 0 Posted September 30, 2010 Are you able to use the same public-key (RUG DSAI) after doing these changes in the addon? Well no, obviously not :) If there's an overwhelming demand, I might consider making an "official" keyed version, but I really was under the impression no-one actually used this addon online (in key-protected places)? Or am I wrong? Regards, Wolfrug Share this post Link to post Share on other sites
WillaCHilla 10 Posted September 30, 2010 Thanks for the fast answer! -Well, we were going to use it on a CO coop-server, but I detected the same "problems" Kroky listed above. Now after you gave us this detailed tutorial how to fix it, I think a updated version for OA/CO would be very useful. Personally I think its really a great addition for the atmosphere in a battle for example (also in OA). So if its not too much work for you and you have time for this, I would be very thankful for updated public-keys. Share this post Link to post Share on other sites
CaptainBravo 0 Posted September 30, 2010 Excellent addon. We use in PvP missions. In next version perhaps add .. Chinese for those with PLA mod? Great work. Share this post Link to post Share on other sites
kroky 1 Posted September 30, 2010 Great. Missed that one, yeah, oops. :) Fixed the instructions above in case someone else wants to do the same! I trust it worked?Regards, Wolfrug Yes, it works very good. So now I have a pattern to set any language to any side. Now it would fantastic to have more language packs... :D Share this post Link to post Share on other sites
Muahaha 10 Posted October 1, 2010 Yes like everyone else has said. This is a great atmosphere building addon, will be great if you release an official version. But hey, where is the famous "allahuakbar" quote from the Takis? Share this post Link to post Share on other sites
kroky 1 Posted October 2, 2010 @Wolfrug When using ACE2, when units gets unconcious and lie on the ground they still chat and talk. Any chance to alter RUG DSAI to meet this problem? Share this post Link to post Share on other sites
[lb] boggler 10 Posted October 4, 2010 Well no, obviously not :) If there's an overwhelming demand, I might consider making an "official" keyed version, but I really was under the impression no-one actually used this addon online (in key-protected places)? Or am I wrong?Regards, Wolfrug You are defently wrong, the missing key is the only reason im not able to use your great modification. Protecting our root is essential since every ace2-user can crash our server. Taking the trouble to release a official keyed version would make a lot of us deeply grateful! Share this post Link to post Share on other sites
panda123 10 Posted October 31, 2010 Thanks for this good addon :) I have a tricky question : It is possible to make speak the russian russian , and Takistani arab ? (or I have forgotten the infos somewhere) Share this post Link to post Share on other sites