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Cyper

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Posts posted by Cyper


  1. According to the news media ''Aftonbladet'', the operation in Stockholm is about finding a damaged, russian submarine. At least that's what the retired commander Göran Frisk is convinced off. According to the retired Commander Göran Frisk, it will be found sooner or later and when it is, the forces have permission to open fire - unless the sub actually is damaged. They are navy are using HMS Visby at the moment (http://www.naval-technology.com/projects/visby/)

    (http://www.aftonbladet.se/nyheter/article19719213.ab)


  2. I have found a new voiceactor. Unfortunately, they guy have catched a cold.. so more waiting.

    Besides voiceacting for the main character, I need some voice acting for secondary characters, so that might be a good idea.

    If you're still looking for voice actors I'm willing to give it a go.

    Besides voiceacting for the main character, I need some voice acting for secondary characters, so that might be a good idea.

    Thing is, I need high-quality sound.


  3. Here is some news: I have found a british voiceactor for my campaign. He has a music studio and is able to provide high-quality samples.

    I am currently writing down all his lines aswell as adding new lines that will function as narrator voice. Once all this is done, there is just one more campaign test left to single out any errors.

    Then there is a last finishing touch. So the campaign is ready to be released very soon.

    It's going to be released on Steamworkshop and Armaholic.com.


  4. Add the Sounddata in the mission folder.

    open discription.ext and add somehting like this:

    This is already done, and as I said before, the soundfile is visible in the trigger and there are no errors when the sound is fired by a trigger or unit.

    So, you see the example with 2 Sounddatas.

    Now you build a trigger ingame and open up a sqf file in the activation line.

    https://community.bistudio.com/wiki/execVM

    I'm not sure what you mean...

    Open up a sqf file in the action line..? What sqf file? What script should the sqf contain? I know how to create sqfs, and fire them off, but I don't understand what you mean..

    Build a Gamelogic with a Name.

    In this sqf file you start it with the cba playsound3dglobal function.

    [Gamelogicname, "Data1",10000] call CBA_fnc_globalSay3d;

    PLZ youse cba, its very important for just...everything. :-)

    Try

    The problem that must be fixed, is the problem that there is no sound at all. If I place a simple trigger, and select the appropiate sound in the menu, and fire the trigger off.. I hear nothing. But there is no error message. And the volume in the description file is also at 12db. Because there should be a sound if the script is working properly but there isn't any sound at all.

    ---------- Post added at 10:30 AM ---------- Previous post was at 09:54 AM ----------

    I think I have finally solved this problem...because I got the sounds working.

    In case anyone else have had or have the same problem, I recap it...

    1. Open up your mp3 in Audacity.

    2. Split the stereo track

    3. Set to ''Mono''

    4. I set sample format to 16bit PCM.

    5. Ensure rate is set to 44100hz

    6. Export the file to .ogg

    7. Create a folder called ''Sound'' in mission folder and place the .ogg file/files there

    8. Create the description file.

    If no sound is heard, ensure that db in description is not set to 0.

    I used the script: player say3D "nameofsound"

    The problem I had is simple: My folder was called Sounds instead of Sound, with meant that my .ogg never was activated, and since no error message was displayed, I never realized it either.


  5. May i hep you :-)

    The ogg from Audacity is a little bit.... naaa i've no idea why the ogg from Audacity is not working with arma 3. What i know is that you can upload your ogg here:

    http://www.online-convert.com/

    And convert it again to ogg file.

    This file always work correctly.

    I got it working... one time, since 2012. When I do the same thing again it doesn't work. This is the only thing that it seems I never will learn.

    I tried what you said. I converted both the MP3 via online convert to OGG, but it didn't work. I then tried to convert my .ogg that I made in Audiacity by using online convert, 112 and 128 kbps, sampling rate 44100, and audiochannel mono... and it doesn't work. No sound is heard.

    How exactly do you do it?

    There must be someone who knows who to do it!


  6. I still havent got this to work.....

    Besides what I wrote in the beginning, I use a trigger that activates the sound, and inside the init I have written ''radio say3D "siberia". But there is no sound!

    When I use only a trigger, the soundname appears in the menu, and when the triggered is fired there is no error message, but I can't hear a thing!


  7. Space on my harddrive certainly not a problem for me.

    I am just worried that fewer people will play a campaign that requires such a huge download. Maybe I am wrong. After all, all these maps are great anyway so not downloading them is to miss something .

    I always try to keep the amount of mods and the disc space required for mods to a minimum when I create campaigns.

    Then, I am of course very gratefull to all the people put all their time and energy into this. I just want to make sure that campaigns I create is as accessible as possible for anyone who wish to play them and that the map/maps I work with is solid so that I people don't encounter issues when they play my campaign. :wink_o:


  8. No.....

    And yes :-)

    Good news and bad news then...

    I hope that it will be possible to download each map separate in the future. The reason for that is because it makes the downloads smaller, and users don't have to download piece by piece, but rather they can pick what they want.

    It is also better for campaigns that takes place on any of these maps since the people who play the campaign has to download less content in order to play it.


  9. This is a great idea. I don't remember any mission or campaign doing that. You'll need to get a really good narrator, with a good quality microphone, though. Otherwise it will do more damage to immersion than good.

    I thought about something similar to how it was in ARMA 1.

    Due to the fact that the story in my campaign is very simple, and does not have much depth, a narrator voice would be a good complement, because it can be used to tell something about the story.

    By the way, the campaign is ready for testing. If you would like to I could send you a private message with download link.


  10. Well, I am willing to record whatever you need. I have quite some time at the moment so a large role shouldn't be a problem. My mic isn't the greatest but if you add on a layer of radio static or something it'll do the trick just fine. Just let me know what you need!

    Thank you, sounds good. I have been thinking about adding a narrator voice aswell. It will keep the player more engaged with the storyline.

    I came to think about something: I have used htune_objects in order to make it possible to place objects from arma 3 vanilla, but will that mod be required in order for other people to see these objects?

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