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Found 7 results

  1. Hello, I'm trying to get a conversation to work between the player and a dummy speaker. If instead of a dummy speaker (game logic) I use a real AI unit everything works fine, but if I call ["MissionBriefing", "OperationMalden", nil, true, nil, true] spawn BIS_fnc_kbTell; the conversation works partially, meaning that the speaker is called "Game Logic" instead of "Base", and his voice pitch is disturbingly low. The wiki mentions that the fifth argument (true) implies that it will create a dummy if the speaker unit doesn't exist: BIS_fnc_kbTell. The sentence is configured as follows: class Sentences { class Base_1_GoodEvening { text = "Good evening, gentlemen!"; speech[] = { "\Sounds\Briefing_1_Base_GoodEvening.ogg" }; actor = "baseCommander"; class Arguments {}; }; ... The speaker identity is configured as follows: class CfgIdentities { class baseCommander { name = "baseCommander"; // nameSound = "Givens"; // Arma 3 only! face = "whiteHead_06"; glasses = "None"; speaker = "Male05ENG"; pitch = 1.1; }; }; The wiki also specifies that BIS_fnc_kbCreateDummy will use the identity from CfgIdentities if an identity with the same name is defined: BIS_fnc_kbCreateDummy. Does anyone know how to fix this voice pitch and name issue? It seems to create a new generic Game Logic instead of using the identity defined in CfgIdentities.
  2. So I'm trying to test out the kbtell command to use dialogue in missions, but I've hit a wall. Everything appears to be working, I'm not getting any errors, but the first subtitles play, the sound doesn't, and nothing else happens. bikb file script file Is there something I'm doing wrong? Thanks in advance.
  3. I have searched and searched and cannot find an answer to my problem. I've used kbTell pretty regularly in my mission making and never had an issue. This morning I added an OGG file to my Sound folder in a mission, made sure the LIP file was present, defined it in my texts.bikb file, and then added my script. When I activate the trigger my NPC's lips begin moving and the hint in the trigger (to ensure it fires) pops up. But..... No sound! I spent roughly two hours double checking my definitions, scripts, and the trigger to ensure that I hadn't missed a darned ';' anywhere. Nothing. I will post my files when I get home (I am currently at work) but until that point; has anyone else had any issues with kbTell not playing the sound even though it's clearly reading and playing the LIP file? Is there something that I could be forgetting somehow based on my actions above? Thanks in advance for the help. EDIT: texts.bikb and my script controlling the kbTell are in the following spoilers. texts.bikb briefing.sqf
  4. Video of problem: https://youtu.be/sdLyEm3NNRM Feedback tracker: https://feedback.bistudio.com/T125385 Hello! I've been using kbTell for some time now with solid success, however I recently noticed a bug. I'm actually not certain if this bug has always been present, or if I am just now noticing it. The reason for this post is to make sure it isn't my usage that's creating the issues. I am going to throw this into the feedback tracker as well. To sum up the video above, when kbTell is used on units that are not local to the person observing the conversation, only one person will speak at a time. So if player A is next to Bob and Bill, and Bob is supposed to talk at the same time Bill is, Bob will need to wait until Bill is done speaking, but Bob will lip sync on time. Now you might think this isn't a bug, in that they are having a conversation. The problem will be if Bob is miles away from Bill, talking about two different topics, Bill would still not say a darn thing until Bob is done, or vice versa. Now, if the units speaking are local to the observer, there is no issue. They will speak over each other if required. The video does a better job, showing both scenarios, so please take a gander if you have time. Here is the code used in the video: In game script: Ermy linkItem "ItemRadio"; Carl linkItem "ItemRadio"; Ermy kbAddTopic ["testTopic", "sentenceDB.bikb", "", ""]; Carl kbAddTopic ["testTopic", "sentenceDB.bikb", "", ""]; [] spawn {Carl kbTell [Carl, "testTopic", "Carl1B", ["",{},"",[""]], false]; sleep 0.5;Ermy kbTell [Ermy, "testTopic", "ErmyHelpPlane", ["",{},"",[""]], false];}; SentenceDB.bikb (located in the missions root) class Sentences { class ErmyHelpPlane { text = ""; speech[] = {"\BND\sound\Ermy\ErmyHelpPlane.ogg"}; variant = ""; variantText = ""; class Arguments {}; }; class Carl1B { text = ""; speech[] = {"\BND\sound\Missions\G01\Carl1B.ogg"}; variant = ""; variantText = ""; class Arguments {}; }; };
  5. Video of problem: https://youtu.be/sdLyEm3NNRM Hello! I've been using kbTell for some time now with solid success, however I recently noticed a bug. I'm actually not certain if this bug has always been present, or if I am just now noticing it. The reason for this post is to make sure it isn't my usage that's creating the issues. I am going to throw this into the feedback tracker as well. To sum up the video above, when kbTell is used on units that are not local to the person observing the conversation, only one person will speak at a time. So if player A is next to Bob and Bill, and Bob is supposed to talk at the same time Bill is, Bob will need to wait until Bill is done speaking, but Bob will lip sync on time. Now you might think this isn't a bug, in that they are having a conversation. The problem will be if Bob is miles away from Bill, talking about two different topics, Bill would still not say a darn thing until Bob is done, or vice versa. Now, if the units speaking are local to the observer, there is no issue. They will speak over each other if required. The video does a better job, showing both scenarios, so please take a gander if you have time. Here is the code used in the video: In game script: Ermy linkItem "ItemRadio"; Carl linkItem "ItemRadio"; Ermy kbAddTopic ["testTopic", "sentenceDB.bikb", "", ""]; Carl kbAddTopic ["testTopic", "sentenceDB.bikb", "", ""]; [] spawn {Carl kbTell [Carl, "testTopic", "Carl1B", ["",{},"",[""]], false]; sleep 0.5;Ermy kbTell [Ermy, "testTopic", "ErmyHelpPlane", ["",{},"",[""]], false];}; SentenceDB.bikb (located in the missions root) class Sentences { class ErmyHelpPlane { text = ""; speech[] = {"\BND\sound\Ermy\ErmyHelpPlane.ogg"}; variant = ""; variantText = ""; class Arguments {}; }; class Carl1B { text = ""; speech[] = {"\BND\sound\Missions\G01\Carl1B.ogg"}; variant = ""; variantText = ""; class Arguments {}; }; };
  6. So i have been working with getting conversations and briefings working on a dedicated server and initially had decent success. I can get a conversation to play on all connected clients however there are a few problems i am having. When I get the mission file on a dedicated server and trigger the conversation, it does not seemingly run it in a scheduled environment so all of the sleep commands are seemingly ignored. The speech itself seems to come out nice and orderly, but both the captioned text and any other functions mixed in (such as assigning a task) get executed all at once. Also I am now noticing that I am only able to get the conversations to work properly on BLUFOR units, I recently tried to add a conversation to a civilian and the script gets executed (I know this because the task to talk to him successfully completes) however the speech does not initiate. I have already added a radio to the civilian and it works fine in sp, just not on a dedicated server. an example of my code is shown below. {_x KbAddTopic ["briefing","texts.bikb","",""]; juliaCommander KbAddTopic ["briefing","texts.bikb","",""]; juliaCommander KbTell [_x, "briefing","briefingLine1"]; ... waitUntil { juliaCommander KbWasSaid [_x, "briefing","briefingLine12",3]; }; sleep 1; juliaCommander KbTell [_x, "briefing","briefingLine13"];} forEach (allPlayers - entities "HeadlessClient_F"); I have tried to research the subject but have not particularly found anything helpful. Does anyone have any insight as to why those problems may occur? Just to clarify everything I have scripted works flawlessly in SP, I just havnt quite figured out how to transition that to dedicated server MP.
  7. Hello all, So I have just finished the voice script for a mission I have completed, and now looking for all of the ways I can implement the voices and subtitles. Previously, I have used some like this for subtitles, and then calling the voice file (we'd record the entire conversation in one voice file) and the radio messages will follow the voice using sleep. But I am heavily reconsidering it as it creates HUGE files with just these same lines of code: unit sideChat "Depending on how long the conversation is, this can be a huge file!"; I feel, and know there is an easier way to implement such a thing along with voice scripts. I have watched this video by Feuerex, and it seems like the best overall way to do it (he uses kbAddTopic, kbTell, etc.). However, I have some conversations that will go on for upwards of 30 seconds or so. My fear is creating a huge, and complex .bikb file and very long conversation.sqf, which could affect performance b/c the engine has a lot to do and handle already. Is the best overall way to implement conversations and subtitles is through kbaddtopic and kbtell? Is there a better option for better performance? I have found this on the forums and will probably be checking it out, but I don't believe it accounts for actual voices (audio). Thanks guys for all the help.
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