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Xen0tech

How do I make units talk?

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Yo :) I'm almost done making a bitchen mission but one thing has me stumped. How do I get my units to say stuff with subtitles? Thanks in advance

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unitName globalChat "Text here";

unitName sideChat "Text here";

Assuming you had a unit called "Muppet"

Muppet sideChat "Text here";

You can also use;

titleText ["Show this text", "PLAIN DOWN"] which displays text on the bottom part of the screen, centred.

Edited by Nemorz

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will this make them talk or just make the subtitles appear?

I don't know how to convert sound files and lipsynch, etc..

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That will just do the subtitles, I've lever tried lipsynch/sound files so I can't help there.

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will this make them talk or just make the subtitles appear?

I don't know how to convert sound files and lipsynch, etc..

OFP Sound Lab useful for Arma 2 too.

Edited by resistance-rat

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Does anyone know how to space the chat a few seconds apart?

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I'm assuming you're putting this into a script file and being called from there;

Command globalChat "Good job, now we need you to advance on the enemy position!";

sleep 10;

Soldier globalChat "Roger that command, we're taking the fight to them. Out.";

10 being the number in seconds.

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Sweet thanks again :)

*edit - it didn't work :( I tried putting this into an activation box of a trigger

player sideChat "Spectre do you copy?"; sleep 5; spectre sideChat "Loud and clear mate"; sleep 5; player sideChat "Okay i'm going in"; sleep 5; spectre sidechat "Roger, I got your back";

I got no error message but the text still all came up at once, any idea why?

Edited by Xen0tech

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Sleep won't work inside Triggers, you have to create a new external script in .sqf format, and whack it in there.

Inside the trigger, you call the script via nul= [] execVM "Scriptname.sqf";

It'll perform the same duties, Triggers just don't recognize the sleep command.

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Nice its working :) do you know how to make it recognise names?

for example

player sideChat "Spectre do you copy?";

sleep 5;

Spectre sideChat "Loud and clear mate";

sleep 5;

player sideChat "Okay i'm going in";

sleep 5;

Spectre sidechat "Roger, I got your back";

When player talks my name shows up before the chat, but when spectre talks its just annonymous chat

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Identities in Description.ext. You'll make your own identity and you'll set a few parameters like: face, voice, glasses and name. Edited by resistance-rat

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Can you make identities for AI? I tried this and it did nothing.

class CfgIdentities

{

class spectre

{

name="Spectre";

face="Face20";

glasses="ACE_GLASSESBALAKLAVA";

speaker="Male04EN";

pitch=1.1;

};

};

Then in the unit named spectres activation box put spectre setIdentity spectre

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Damn! It isn't really functional with radio. I thought that it'll be useful like base identities.

---------- Post added at 14:23 ---------- Previous post was at 14:00 ----------

Ok. Use setGroupID in stead setIdentity.

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i have tried everything and i cannot get units to talk... i have tried everything in this thread more than once but i get nothing. No error, just no radio subtitles.

any ideas?

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Question

I'm using a chat sequence in an upcoming mission that I'm making, but I can't seem to get the chat or text to appear for everyone, just the player that activates the trigger. The script.sqf is as follows:

_actHad = _this select 0;
_actUsed = _this select 1;
_actID = _this select 2;

_actHad removeAction _actID;


interrogated = true;
publicVariable "interrogated";

Usef globalChat "text.";
sleep 5;
player globalChat "text.";
sleep 5;
Usef globalChat "text.";
sleep 5;
player globalChat "text.";

It's important to have it appear in globalChat instead of titletext. I just need everyone to see it and not just the activator.

Edited by Psyth

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You'd need to run it on everyone's computer, since addAction is local. globalChart doesn't broadcast, just means it'll appear to that client on the globalChat channel.

What you'd do is put the chatty stuff in a section and run that script from a trigger looking checking for interrogated being set to true.

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