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Adding new voices with cfgVoice??
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Colonel_Klink
Members
Independent Addon Creator
Adding new voices with cfgVoice??
«
on:
10 Sep 2002, 13:58:05 »
In the config.cpp for Resistance, and for OFP there is a class called cfgVoice.
In the config.cpp there is a section for each vehicle type called
namesound
. For example if namesound="tank"; is used with an armored vehicle when the enemy sees that vehicle they will say (example) "Target
tank
"
Now the question is: has anybody experimented with this to get custom sounds such as (example) namesound=
radar
; where the new sound would be a voice saying "radar"?
Ofp becomes a bit weird when you build an addon such as a radar and the leader says "Two, get in
tank
"
«
Last Edit: 10 Sep 2002, 13:59:56 by Colonel_Klink
»
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SelectThis
Former Staff
.
Re:Adding new voices with cfgVoice??
«
Reply #1 on:
10 Sep 2002, 17:45:40 »
Have you tired putting the path to your sound in the namesound bit?
eg namesound = "\yourpboname\yoursound.wav";
or something like that...
Was just a thought, havent tested it myself.
SelectThis
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Chris Death
Former Staff
Finally Death's gonna get ya
Re:Adding new voices with cfgVoice??
«
Reply #2 on:
10 Sep 2002, 18:22:58 »
I remember my men shouting: "12 o clock enemy Charly"
I think it was Ebud who did this (not sure if it was the same
technique).
Maybe it was different, because "charly" was already in the game before.
~S~ CD
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Dont argue with idiots....they will bring you down to their level and beat you there with experience.
How to use Waypoint type Scripted
Colonel_Klink
Members
Independent Addon Creator
Re:Adding new voices with cfgVoice??
«
Reply #3 on:
11 Sep 2002, 12:20:23 »
Hmm I'll try that tonight SelectThis. I shall report back on due course.
Thanks
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ebud
Members
What me worry?
Re:Adding new voices with cfgVoice??
«
Reply #4 on:
12 Sep 2002, 21:25:26 »
All I did was, in the "namesound", rather than use "soldier", "officer" etc, I just used the phonetic alphabet "charlie".
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If you're in a war, instead of throwing a hand grenade at the enemy, throw one of those small pumpkins. Maybe it'll make everyone think how stupid war is, and while they are thinking, you can throw a real grenade at them.
Jack Handey
KKB
Members
Re:Adding new voices with cfgVoice??
«
Reply #5 on:
13 Sep 2002, 03:32:08 »
My solution for it is to set either the namesound to "" (which means there is nothing heard) or to use the thing that comes nearest.
I don't think putting a actual namesound file in the pbo will work since the standard bis ones are available in versions for multiple different voices. And even if it works it will sound weird if the voice changes the moment the new object is mentioned.
Browse voice.pbo to see what is already there and comes closest to what u need.
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Lost Brothers Mod
Leader
Colonel_Klink
Members
Independent Addon Creator
Re:Adding new voices with cfgVoice??
«
Reply #6 on:
13 Sep 2002, 15:32:58 »
KKB
Yeah changing voice would be a problem.. I think changing namesound to target would probably work except it would come out as "gunner target target" it would sound weird but at least the radar wouldn't be called tank.
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KKB
Members
Re:Adding new voices with cfgVoice??
«
Reply #7 on:
13 Sep 2002, 17:40:15 »
Col. Klink: Why don't you use 'House' or 'Building'?
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Lost Brothers Mod
Leader
Colonel_Klink
Members
Independent Addon Creator
Re:Adding new voices with cfgVoice??
«
Reply #8 on:
15 Sep 2002, 15:37:37 »
Quote
Col. Klink: Why don't you use 'House' or 'Building'?
True, very true. That was just an example. But what do I call a Hawk Missile launcher?
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