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Everything posted by Titi
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Hi
iIm not involved in this project anymore but...
The rules for using sounds files to add a custom language are to include credits for all people involved since the beginning obviously, as you can find them into the addon.
New files sounds have to respect the same level sounds as others and have to be enough consequent as the others.
What kind of language would you ad ?
I'm looking for someone who will be able to continue this project, to improve it and why not to add more languages
That have to be done seriously
Regards
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Alright, so when I commented on the RUG DSAI page, I wanted to take the Arabic sound files and make them into a custom in-game language (As in you can select it from the arsenal rather than using the script) as part of a mod. I could perhaps then change a thing or two. Thank you for your offer and assistance, but it is perhaps too much responsibility for me. I may experiment with what I had initially wanted to do and include as part of a mod while providing credits to all of you guys.
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RUG DSAI (of ArmA fame) move on Arma 3 All credits must go to the autors and persons who have created this addon and those who have been involved to keep it alive. There is any new langage since Arma2 but if someone has a whole package of a new one I can include it on the pack. Credits & Thanks: Sickboy, Wolfrug ,6th Sense & Thunderbird Palyamerc for german's voices pack Titi & Dystopian1 (who rejoined me on this project) Description: It gives your and the enemies AI a voice beyond the stale radio messages. Features: * Ready made scripts for Dynamic Sound AI that is easily modifiable by the end-user. * Your AI will shout curses at the enemy, tell you when they're reloading, throwing a grenade, engaging, when they're hurt, fleeing or when they've scored a big kill! And much more. * Works in both SP, client-side MP and server-side MP * Features English, Arab, Russian, Spanish and german voices * Can assign voices to all sides (BLUFOR, OPFOR, Independent, Civilian, SideEnemy) * Easily activated/deactived by mission makers, addon makers or server admins as required, using global variables and config entries (see below for more information) * Auto-initialization using CBA (fully CBA compatible) * Factions Auto detection voices for Vanilla, RHS, CUP & IFA. (no need to open mission to add command line but old way works yet see optional below) * CBA setting to enable or diseable sentences in addon configuration * No further langage will be added * Only English voices are extensive, other languages are mostly combat-oriented * Serverkey included Included .pbo files: rug_dsai.pbo rug_dsaigen.pbo rug_dsaieng.pbo rug_dsairus.pbo rug_dsaiarab.pbo rug_dsaiger.pbo rug_dsaispa.pbo Changelog: v1.6 - Added factions configuration for FOW and WW2 Massi's units - Syntax error corrected in Dsai_loop.sqf (Thanks to Dystopian1) v1.5 - Base classes cleaned for RHS and IFA in CfgFactionClasses to evoid inheritance conflic Thanks to Dystopian1 & Kju v1.4 - Added IFA factions configuration. These factions don't need to be configured by mission designer and units speak automatically in any mission - Bug corrected reload shout v1.3 - Commands selection ordered as below a/ If Rug_dsai_sides array is used in a gamelogic it overrides all languages set by factions default selection. b/ If a language on a group leader is applied (ex: this setVariable ["RUG_DSAI_LANG", "RUG_DSAIRUS"];) it overrides the language of the group only set by factions default selection. c/ If any languages have been set by gamelogic or on leader group, the default selection faction runs automatically. Thanks to Dystopian1 v1.2 - Fixed the old reload shout "reloading" (now sound is heard after AI reload weapon for real) - Fixed bug in water where Ai were able to talk underwater if they start in and lost theirs voices when exiting it - Fixed CBA settings to enable or disable sentences in rug dsai addon configuration page in game Thanks to LarsAspra & Leopard20 v1.1 - Added language configuration per factions (vanilla, RHS, CUP). These factions don't need to be configured by mission designer and units speak automatically in any mission - Added "Disable sentences" CBA setting in "DSAI" category, checked by default - Optimized much code (init mainly) - Some scheduled code is replaced with unscheduled counterpart Thanks to Dystopian1 for these new features v1.02 1- Extended delay for sentence "reloading" 2- Generic voices weren't audible v1.01 1- Changed eventhandlers command in .cpp 2- Reduced levels of some english sounds 3- Deleted lip files (Credits to Tomolyons for finding the issue, thanks a lot) v1.00 1- Reworked base scripts from A2 to A3 and fixed some bugs 2 - Added logo and names' reference of autors 3- Deleting entries of missing sounds 4- Adjusted some levels sounds 5- New serverkey Listed classes below: - Optional since v.1.1 To select voices in old way that have to be played in game, create game logic somewhere in your scenario (thanks to Alex840 for MP issue) and put in it's init field the array (example as below): //legend ==> [EAST, WEST, RESISTANCE, CIVILIAN, SIDEENEMY] RUG_DSAI_SIDES = ["RUG_DSAIGER","RUG_DSAIENG","RUG_DSAIENG","RUG_DSAIGER","RUG_DSAIGER"]; or add command on leaders groups like: this setVariable ["RUG_DSAI_LANG", "RUG_DSAIRUS"]; Note: Vanilla CSAT & CUP Czech are not listed in our factions, you need to use the optional way and implement language you want. How it runs: Works on SP, MP & MP synchronized (if both server and client mod active) Not allowed: Any commercial use (monetized servers included) Download links below: #1 Sendspace #2 My Drive Requirements: Community Base addons A3 For steam users: Same version on steam: RUG_DSAI_A3 Advanced installation notes on the BIKI page. BIKI Page on RUG DSAI
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Any plan for future at this point. Sentences are auto diseabled in CBA settings to evoid mixing languages that can be enabled in CBA addon configuration Distopian1 is in charge of the mod now I'm not more involved in Arma from months
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Please read first page about CSAT and how to allow them to speak
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Nope :(
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Updated to v1.6 Changelog: - Added factions configuration for FOW (not japan) and Massi's units - Syntax error corrected in Dsai_loop.sqf (Thanks to Dystopian1) Available on steam Happy new year to all of you
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Updated to v1.5 Changelog: - Base classes cleaned for RHS and IFA in CfgFactionClasses to evoid inheritance conflic Thanks to Dystopian1 & Kju Available on steam
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Updated to v1.4 Changelog: - Added IFA factions configuration. These factions don't need to be configured by mission designer and units speak automatically in any mission - Bug corrected reload shout Available on steam IFA3 version is obsolete now and will be delete on steam
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Priorities have been changed in lastest update, now you can use rug array as previously and it will override factions selections
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Why not...
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What version are you using because in v1.2 reload shouts have been highly decreased.
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Updated to v1.3 Changelog: - Commands selection ordered as below a/ If Rug_dsai_sides array is used in a gamelogic it overrides all languages set by factions default selection. b/ If a language on a group leader is applied (ex: this setVariable ["RUG_DSAI_LANG", "RUG_DSAIRUS"];) it overrides the language of the group only set by factions default selection. c/ If any languages have been set by gamelogic or on leader group, the default selection faction runs automatically. Thanks to Dystopian1 Also available on steam
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We are working on ordering selections 1/ If Rug_dsai_sides array is used in a gamelogic it will override all languages as previously (set by default with factions) 2/ If a language on a group leader is applied (ex: this setVariable ["RUG_DSAI_LANG", "RUG_DSAIRUS"];) it will override the language of the group only (set by default) 3/ If there any languages set by gamelogic or on group leader, the default language faction runs.
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Yes I did it too IFA3 as well with they own factions, sides and less languages
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Updated v1.2 Changelog: - Fixed the old reload shouts (now sound heard after AI reload weapon for real) - Fixed bug in water where Ai were able to talk underwater if they start in and lost theirs voices when exiting it - Fixed CBA settings to enable or disable sentences in rug dsai addon configuration page in game Thanks to LarsAspra & Leopard20 Also available on steam
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Update v1.1 Changelog: - Added language configuration per factions (vanilla, RHS, CUP). These factions don't need to be configured by mission designer and units speak automatically in any mission (exception see note) - Added "Disable sentences" CBA setting in "DSAI" category, checked by default - Optimized much code (init mainly) - Some scheduled code is replaced with unscheduled counterpart Thanks to Dystopian1 for these new features Note: CSAT faction (greek) is not listed in CfgFactionClasses. Use for ex: this setVariable ["RUG_DSAI_LANG", "RUG_DSAIRUS"] on each leader to force language to this model. Also available on steam * Add gamelogic with its init line rug dsai command line like: RUG_DSAI_SIDES = ["RUG_DSAIGER","RUG_DSAIENG","RUG_DSAIENG","RUG_DSAIGER","RUG_DSAIGER"];
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Mod works in Arma 2 with a command line within its init.sqf. Then every mission had to be modified. The difference on Arma 3 is a game logic on map instead changing init.sqf file. or See advanced customizing section for addon maker in wiki page for the other case : https://community.bistudio.com/wiki/RUG_DSAI There was a defaut advanced setting in installation, I can't remember if it worked but the counterpart was to make several mods or moving pbos from addon folder to unused language folder for all players. (starting game, connecting to server, disconnecting coz bad voices version, shuting down game, moving pbos, starting game and connecting again). For a same side changing German to Russian involved to move russian pbo by the German one from folder to another. In case of MP synchronized server you were oblige to shut down it, moving pbos and restart it to play the mission with the wanted voices. Pretty annoying. Worked with sides only on Arma 2 May be you can deal a faction with below : Set specific language for unit (should be leader of group): _unit setVariable ["RUG_DSAI_LANG", "RUG_DSAIENG"];
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Just tested twice with both TADST and Arma3 hosted server on Internet with success Rug dsai client mod running, cba for both (client/server) and rug dsai serverkey (like it worked on Arma 2)
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This mod works exactly like in Arma 2 with signed pbos to match with dedicated server.
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Thanks a lot Alex840 for the help
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you mean to start mod without the command line in init.sqf ? - It would imply languages should be always the same for any faction of any mod on any maps. - Could be possible if there is a way to determine precisely what language each faction is speaking and what side is allocated. At start I just wanted to clean up and make this mod working again. I'm not very involved on Arma for a while but if someone has time and skill to do it. Let me know ;)
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Done
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This command waitUntil {!isNil "BIS_fnc_init"}; written before Rug_dsai command line break it
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- Works for me with your command and languages set - Yes you have to insert these lines in every mission's init.sqf or sqs and can let them without any issue even the mod is off - Don't know any issue about incompatibility with other mods May be there is a mistake in your init.sqf above this line like a missing semicolon that could stop all lines after... Try to make a test with a light demo mission to see if there is an issue with another mod or something else Show me your init.sqf in MP if you want
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Ah bah déjà çà fonctionne avec toi lol, c'est pas très compliqué en soi tu vois Already one young padawan converted to dark force !