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Jamoose

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About Jamoose

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    Lance Corporal
  1. Sorry for extremely late reply, but thank you!!
  2. How do I make the player's user name appear on a simple title text? For example, I would have one person say (in titletext) to the player, "Hey how are you doing, X?", X being the player's user name. Thanks, Jamoose
  3. 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.
  4. <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.
  5. Yes, I've already got a set time after each titletext.
  6. 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
  7. Jamoose

    ArmA is just ... disappointing

    This game doesn't have that gripping feeling that OFP had. The main example being, there are no characters and not much of a personal story but just a pretty boring war campaign, unlike the encounters you get in OFP like meeting the resistance all by yourself and of course, the resistance campaign. Secondly I can hardly run this game on my PC, even on Very Low settings and this has made me start going back to OFP because apart from better graphics and a few gameplay touch-ups, it's more or less the same.
  8. Jamoose

    What are you getting for Christmas?

    Some DVDs hopefully, - Hot Shots Part Deux - Over There - Platoon - We Were Soldiers I like my war movies.
  9. Jamoose

    outros/cutscenes

    Would the [] possibly not work in a trigger but only in an init field? You could try replacing the [] with an actual unit, making the trigger activated by that (or any) unit.
  10. Jamoose

    Football:General

    I only ever heard of Tevez when he scored that solo goal in the World Cup, but being an international along with Mascherano, they must be good. I also heard Dwight Yorke joined Sunderland, would that make him older than his manager?
  11. Jamoose

    Football:General

    Rafael Benitez has done wonders for Liverpool, he's brought back the glory of winning the Champions League in his first year of management and produced an amazing, exciting and memorable FA cup final win. Craig Bellamy will hopefully do well this season, come on Wales!
  12. Jamoose

    Football:General

    Come on Wales, get into a tournament, come on....please. (EDIT: Bah, need to fix my sig, too big. )
  13. Jamoose

    Football:General

    Manchester has had a great start in the Premiership, I wonder if they can keep it up. Hopefully Liverpool will win the league.
  14. Jamoose

    The Art thread

    Wrong, it's Equilibrium.
  15. Enjoy the view. (EDIT: DXDLL used)
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