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irongrip
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Posts posted by irongrip
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Did this ever get resolved? I am having a problem also with the Briefing Manager and placing a pic in the briefing. I get an error that says there is something wrong with the dimensions. So I resized the pic to 128 x 128 pixels (which I have seen successfully done, for example in Insurgent Airfiled), but still the image shows up as a black square.
Any suggestions?
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YES!
Thanks!
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I once downloaded a mission (from Scripts section of Armaholic???) in which there were four groups that were caused to spawn in when the player walked over each groups respective trigger, which was placed near a pile of backpacks.
There was a group of soldiers, and a couple vehicle groups, I believe.
Does this mission ring any bells with anyone? I am trying to find it so that I can use that function, but I have searched Armaholic high and low and I just can't seem to locate it. Where is it?
Thanks
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Thanks, but:
And I say again, I am NOT talking about radio voices...However, my good Catholic friend found the answer:
Unpacked sounds.pbo with PBOView
Removed the following files from /characters/noises/damage:
zozo-hit-11.wss
banz-damage-g1-01.wss
banz-damage-g1-07-arm.wss
george-damage-g2-04-arm.wss
jennik-damage-g1-03.wss
jennik-damage-g1-10.wss
jennik-damage-g1-11-leg.wss
jennik-damage-g1-12-leg.wss
matej-damage-g1-f**k.wss
pipka.wss
vasa-damage-g1-06-leg.wss
vasa-damage-g1-07-leg.wss
vasa-damage-g1-08-leg.wss
vasa-damage-g1-11-arm.wss
zozo-damage-g1-02.wss
zozo-damage-g1-04-arm.wss
zozo-damage-g1-06-arm.wss
zozo-damage-g1-07-arm.wss
zozo-damage-g1-10.wss
zozo-damage-g1-11.wss
zozo-damage-g1-12-leg.wss
zozo-damage-g1-13.wss
zozo-damage-g1-14.wss
zozo-hit-07.wss
Repacked .pbo, problem solved. ArmA 2 is now clean.
Thank you BIS for such a customizable game and ACE team for muting the evil soldier speech.:)
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I'm good to go now, as far as file manipulation of .ogg, .wss, etc (thanks LoyalGuard). That revive_sfq/sound is a user addon is it not? I'm trying to modify the default game voices.
I do thank you for your help. :)
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Alright, audacity kicks major tail, but the challenge now is to locate the specific files that contain the profanity.
And I say again, I am NOT talking about radio voices, nor when they call out "Wounded!" or "I'm hit!", but the random grunts and groans of injured units, which also contain "$h%t!" and "My f@(&!ng leg!".
These files are very elusive. I seem to remember seeing a file called "agony.wss", but it would seem that a single file is not what I'm after.
Nevertheless, does anyone know which .pbo that file is in (I can't seem to find it again), or perhaps know where to find the specific files? Or who to ask?
Thanks again
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Check WaveToSSS and I also think Audacity (open source sound app) can open .wssThanks for the tip LoyalGuard. I'll experiment with it.
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Sorry about that; my question didn't seem to fit neatly into any of the subforums.
I re-installed the game, downloaded PBOview and took a look but I can't seem to find the files linked to the troops speech. I looked first in "characters.pbo, characters2.pbo, language.pbo, languagemissions.pbo, sound.pbo and soundmissions.pbo, then in misc, misc2 and misc3.pbo and NOTHING! All I could find in sounds.pbo are ".wss. files, but I don't know how to manipulate them.
Still no one knowledgeable enough to help?
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I had quit playing Arma2 for a little while due to reasons of conscience, but I think I may have a workaround.
My problem was all the foul language in the game, but since ACE2 and other updates, most of it is gone, the only thing left (and I would not even consider playing the game around my wife and kids like this) is the injured units and how they often say things like "$h%t that hurt!" or "My f@(&!ng leg!".
So here is my question: Would the same principle Charon Productions used to modify the sounds for his zombies be applicable to the basic OPFOR units?
If so, is there anyone who might be able to give me the low down on how I can go about doing this, i.e what tools I must use, files I must edit, etc.?
Thanks
EDIT: That is supposed to say BLUFOR units; any and all units at any rate.
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You obviously didn't understand the question Grizzle. The issue was not F4, that is just normal waypoints. The issue for ALLOCATED waypoints (waypoints that are fused to a unit - such as a destroy waypoint on an enemy unit or a get in waypoint on an empty vehicle) was
EDIT: ...It's always the most obvious solution, isn't it... Place unit, press F4, double click directly over the unit when it's name is displayed. -
You are an idiot.He's wrong, yes, but that was uncalled for.
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Thanks DMC. I've actually been using Namalsk a bit already.
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DMC, that was an awesome vibe going for your mission!
How do you place trucks on their side (I've been searching for this off and on and can't seem to find it anywhere)?
And how do you get those excellent fire and smoke effects? Edit: (I don't mean the fog, btw - I have figured that one out)
Can you tell me how in the Editor?
Lastly, I'd like to know how to use that creepy music. Sorry for all the questions - and believe me I have searched high and low for the answers already.
Thanks to anyone who knows.
Edit: figured out the music, fire. Trucks on their sides is all I need and I'm good to go. Anybody?
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...he hase made none :(A "littlebird" told me this is false.;)
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Charon what did you have for breakfast?
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When you come back I think I found some awesome animations for the zombies attacks. The animations - AmelPercMstpSnonWnonDnon_amaterUder1,2,3 are punching and swinging attacks that are perfect for zombies.Your timing is a bit off...
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That's excellent news!
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Let's say you have units from two different factions in Independent (for example Mercs and Civilians). You are Blufor and you want to make it so that the Mercs are your enemies, but the Civilians are on your side. How would you accomplish this? Is it possible?
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And a little brief scientific remark, the earth is cooling since 9 years with record low temperatures in many countries right now. ;)Just try telling that to Al Gore.:rolleyes:
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Nice touch on the pilot.
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Will it be possible to set mod's difficulty or change the zombie damage in any way? The zombies look great but don't seem to do a lot of damage to the player.Well really, it's just a dead dude, right? His hands aren't made of iron or anything, so...
Unless you have an iron palm master, his hands are pretty tough, but then what are the chances of finding him in Chernarus?! And killed by infected? I doubt it.
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Ditto. That's all I'm asking for (except both slow and infected, of course).
:581: :581: :581: :581: :581:
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So you are saying you would prefer a release date in late spring or later to be sure to have compatibility with let`s say the 10 most used mods if to achieve that is even possible?Well in that case, can you bundle it with Urban Pack, add blood tex to all the vehicles (especially the mountain bike!), fix pathfinding for zombies/infected inside buildings, enable a counter/randomizer for zombie targets, put in a zombie T-rex and refine the script so there will be no lag with 32 players and 1000 zombies?:rolleyes:
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Hello! He's been doing that all along!
How can I edit the injured unit speech?
in ARMA 2 & OA : ADDONS - Configs & Scripting
Posted
I was thinking about this and I want to clarify: I was not meaning to suggest that I have a wife and kids, but was proposing this as an illustration to help others to relate to my thinking - and maybe get them thinking similarly, especially if they have kids.