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Tand3rsson

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Posts posted by Tand3rsson


  1. Hi.

    A post is never good unless you first appologize for maybe posting in the wrong place, right? But since I saw the sticky "voice actors", I thought that maybe I'm not way off.

    Here is my difficulty, and I hope that someone might have the how to knowledge:

    I need ATLEAST 8 different russian male voices, text to speech, for my campaign.

    Best option would be if there is anyway to get english with russian dialect, but why not go russian all the way? If this is not possible, just plain english.

    Anyone know of a good TTS? Where I can get ATLEAST 8 different male voices? Please help.

    Would it be possible to use the conversation system for these 8 ppl? Or am I way off?

    ---------- Post added at 19:37 ---------- Previous post was at 19:19 ----------

    I am not looking for the way to implent the text (using groupChat). Im looking for the sound. Reason I mentioned conversation system in Arma 2, is that I think I read somewhere that Arma 2 uses some kind of system, where you can get sounds... Am I makeing any scence to anyone?!


  2. Hmmm.... i now have a new problem after resolving my last.

    I use this to call the script with the ambient light:

    nul = execVM "flareambient.sqf"

    Problem is I would like to restrict it, using forEach unit in a specific group. How would I go about this?

    ---------- Post added at 00:54 ---------- Previous post was at 00:37 ----------

    this execVM "flareambient.sqf" forEach units group grpAlpha

    HELP!!! I dont know how to script.. please help!

    ---------- Post added at 01:24 ---------- Previous post was at 00:54 ----------

    one way is to set the light colour to 0, 0, 0... that way you cant see the light, although ai does


  3. _li = "#lightpoint" createVehicleLocal [0,0,0];

    _li setLightBrightness 0.24;

    _li setLightAmbient[_r*0.8, _g*0.8, _b*0.8];

    _li setLightColor[_r, _g, _b];

    _li lightAttachObject [_projectile, [0,0,0]];

    nicked this out of a script... it is said to give the ai a light source not visible to players? how would i use this?

    ---------- Post added at 11:38 PM ---------- Previous post was at 11:36 PM ----------

    Tinker with skill and give the team leaders NV googles. Use smaller teams with independent routes.

    I actually don't want to use NV, because the Opfor is suppose to be low tech. And Smaller teams? Dont understand. They do also not seem to react differently with high/low skill :S

    ---------- Post added at 11:58 PM ---------- Previous post was at 11:38 PM ----------

    I think I've got it :P so sorry to waste ppls time when I suddenly find it...

    light2 = "#lightpoint" createVehicleLocal [0,0,0]; light2 setLightBrightness 1; light2 setLightAmbient[1, .1, .1]; light2 setLightColor[1, .07, .05]; light2 lightAttachObject [rm2, [0,-0.1,0]];

    something likes that :D

    ---------- Post added at 11:59 PM ---------- Previous post was at 11:58 PM ----------

    rm2 is btw rifleman2, a unit it attaches 2

    ---------- Post added at 12:05 AM ---------- Previous post was Yesterday at 11:59 PM ----------

    or no, wrong again. This makes the independent appear to the opfor, and they engage propperly. But the light is visible to me.


  4. Hi!

    Im having a bit of problem getting the ai to engage as i want during night time. This is what I got:

    38 independent soldiers (namned un1 - un38), riding in truck1,truck2,truck3,truck4.

    The total convoy looks liks this (in order of apperance ofc): tank1, truck1, truck2, truck3, truck4, truck 5, tank2.

    All these veichles are running a fine convoy through the night using the unit capture/play function. Then tank1 hits an IED, shortly followed by tank2. All 38 un soldiers jump out of their veichles. The sky is litt up a flare by using

    bomb = "F_40mm_White" createVehicle [(getpos flare1 select 0),( getpos flare1 select 1), 300]

    untill the time of the first flare, all units are setCaptive true.

    Flares pops up in new pos over the area the next 2 mins or so.

    In the hills beside the road is the opfor with hmg, lmg and rpg. (opf1, opf2 and so on) But since they do not react to the light, they do not engage the un-soldiers. I have tried several different approaches; doTarget, doFire, reveal, knowsAbout, how ever they do not engage.

    Is there any way to "trick" the ai to belive that it is daytime after that first flare? (The combat distances is just above 200m). I have searched for a while now, but can't find anything I understand, even though questions like this have been up before,

    Please help!:confused:


  5. Ok, so here is how it is; Im using the map Fallujah, and sinces ambient civs works porly on this map (too few created) i descided to create my own, making groups and individual civs patroling random areas using UPS. Said and done, works fine.

    However, when i then try the mission, the movecapture i have done of a helicopter starts to "lagg" (only this heli, rest of game is fine :confused:) causing it to crash, thus destroying the whole mission.

    (Also, this did not happen only with OPFOR patrols, although in smaller numbers)

    HELP PLEASE. It was suppose to be my first release to public... and it was looking good, untill I added civs. And cant really leave em out either cause such a big city without any ppl except OPFOR would suuuck :(

    Is there anyway for exempel to wait with the activation of the urban patrol script until the chopper has made its flight? Im getting the feeling that the problem is that the game gets too much from scripts, and cant collect it all. Can I set a priority?


  6. OK. So here is what i want to get: I have a blufor veichle moving, when it activates a trigger, i want my opfor rpg7 militia in the hills fire his rpg at a certain posistion (just missing the blufor veichle)

    I place my RPG7 militia, in his init I type: this selectweapon "RPG7V";

    Dosent work.. he stands there with his ak74. If i remove his weapons, and only give him the rpg, well, he rather just stand with his hands out...

    Thats my first problem, next i place an "invisible h" and name it "rpg". I seem to be able to make my lovely militia man target the invisible h, using:

    man doTarget rpg. in a trigger activated by the blufor

    Ofcourse he does so with his ak in his hands... next i cant get the doFire to work...

    please help, cause I cant see what I am doing wrong.

    ---------- Post added at 07:37 PM ---------- Previous post was at 07:09 PM ----------

    So playin around a bit, i replaced the invisible heli with a car.. then it works. Kind of annoying cause i dont want a big ass car standing by the road

    ---------- Post added at 07:37 PM ---------- Previous post was at 07:37 PM ----------

    any ideas?


  7. Thanks for reply :)

    One more Question though; So it would look like this;

    I place marker, name it CheckSmoke.

    I place ((count ((markerpos "CheckSmoke") nearObjects ["IRStrobe",50])) > 0) in what, a trigger or a gamelogic?

    ---------- Post added at 04:25 PM ---------- Previous post was at 04:22 PM ----------

    OK, never mind :) tried it out with a trigger and code as condition. Worked perfectly :D :D

    THANK YOU THANK YOU :)


  8. Ok, here is what I want, one objective on my mission is to place a IR Target Strobe. IR_Target_Strobe is the code for that one. When the strobe is placed in the correct posistion I want that objective to be complete. I found this:

    ((count ((markerpos "CheckSmoke") nearObjects ["SmokeshellGreen",50])) > 0)

    Which as I understood it was to make a chopper come when a green smoke was thrown in a specific are (50 m away from a marker namned CheckSmoke".

    Cant get that to work either...

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