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Author Topic: Unit SAY!  (Read 2975 times)

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GingaWRATH

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Unit SAY!
« on: 07 Jul 2005, 11:00:26 »
I am having problems making a Unit Scream.

My Idea is using Eventhandler killed or Hit run a script with _unit say "scream"

Ive got no error msgs and also No SCREAM!  :(

My event handler inside each units INIT field = this addeventhandler ["hit", {_this exec "aier\scream1.sqs"}]

My script =

_unit = _this select 0

_unit say "scream"

exit

Im so confused :(
« Last Edit: 07 Jul 2005, 11:03:29 by GingaWRATH »

GingaWRATH

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Re:Unit SAY!
« Reply #1 on: 07 Jul 2005, 11:03:16 »
Just incase you was wondering I run my scripts for the scrams from another folder "aier". thats why the script is ran "aier\scream1.sqs"


Offline sim

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Re:Unit SAY!
« Reply #2 on: 07 Jul 2005, 11:23:06 »
Erm just wondering if you have defined the sound scream in your description.ext?
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GingaWRATH

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Re:Unit SAY!
« Reply #3 on: 07 Jul 2005, 11:25:52 »
I think so.. :)
« Last Edit: 07 Jul 2005, 11:34:08 by GingaWRATH »

Offline THobson

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Re:Unit SAY!
« Reply #4 on: 07 Jul 2005, 11:27:03 »
A dead unit cannot say anything, and you are only activating the say command when the unit is dead.

Could this be the problem?

GingaWRATH

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Re:Unit SAY!
« Reply #5 on: 07 Jul 2005, 11:27:38 »
Well ive tryed Hit as my handle but still no response

Offline THobson

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Re:Unit SAY!
« Reply #6 on: 07 Jul 2005, 11:28:19 »
The hit may kill him.

Try playsound instead of say

The direction and volume of the sound will not be correct but it would at least rule out this as a problem
« Last Edit: 07 Jul 2005, 11:29:36 by THobson »

GingaWRATH

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Re:Unit SAY!
« Reply #7 on: 07 Jul 2005, 11:29:29 »
Sry actually it could be the D.EXT ive just retryed with out and No error msg sry

GingaWRATH

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Re:Unit SAY!
« Reply #8 on: 07 Jul 2005, 11:31:42 »
Maybe you can tell me whats wrong with it. I have 12 different screams named s1 -s12.  ( that might be a prob right there lol)

Offline sim

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Re:Unit SAY!
« Reply #9 on: 07 Jul 2005, 11:34:31 »
Hmm just had a look at your description a bit different to any of mine. Are you having problems with any of your other sounds?
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GingaWRATH

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Re:Unit SAY!
« Reply #10 on: 07 Jul 2005, 11:36:10 »
The Playsound worx but still no Say

GingaWRATH

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Re:Unit SAY!
« Reply #11 on: 07 Jul 2005, 11:38:37 »
do u think i need a .lip file?

I doubt this but i use _unit say "eng1"-"42" all the time and these all have .lipfiles with them. (found in the Sound.pbo file)

GingaWRATH

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Re:Unit SAY!
« Reply #12 on: 07 Jul 2005, 11:42:09 »
Ive shot the guy 1 time with the script set to _unit say "eng20" (for the gogogo sound)

and it repeates gogogo 1 time giving me 2 gogogos 1 after eachother hmm. But at leat this worx so im veryconfused as why s1 dont

GingaWRATH

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Re:Unit SAY!
« Reply #13 on: 07 Jul 2005, 11:47:34 »
Im almost out of Ideas. I got some Kickass Screaming Here.. :(

Maybe I could try one of your D.ext just for my brains sake.
« Last Edit: 07 Jul 2005, 11:48:21 by GingaWRATH »

Offline THobson

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Re:Unit SAY!
« Reply #14 on: 07 Jul 2005, 12:24:05 »
I thought you found the answer.  Playsound works - so you have no problem with the sound file or description.ext.

Say does not work with dead units and you want a dead unit to scream - it won't happen.

Try creating a Game Logic at the location of the unit at the point of death and get the game Logic to say the scream.
« Last Edit: 07 Jul 2005, 12:26:43 by THobson »

GingaWRATH

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Re:Unit SAY!
« Reply #15 on: 07 Jul 2005, 12:28:28 »
ahhh cleaver guy lol.

So Im gonna make 12 Gamlogics that can be setpos getpos arouns dead units since I have a different Scream for Each group unit.

lemme C..

So now my script would be :

_unit = _this select 0

Gamelogicname setpos getpos _unit
~0.2
Gamelogicname say "scream"

exit


that sound good? or you gotta better way?


GingaWRATH

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Re:Unit SAY!
« Reply #16 on: 07 Jul 2005, 12:36:51 »
It was a Great Idea but still no Screaming.. Never mind thanx for the Help Im sure it will be a fine Mission Without this :( lol

Offline THobson

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Re:Unit SAY!
« Reply #17 on: 07 Jul 2005, 12:55:59 »
I can't see why it would not work.

Try

hint format ["%1",_unit]

to see if _unit is defined.

Also:  are you close enough to hear the scream when the GL says it?
« Last Edit: 07 Jul 2005, 12:57:20 by THobson »

GingaWRATH

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Re:Unit SAY!
« Reply #18 on: 07 Jul 2005, 13:46:11 »
Stood next to the guy and nothing. I added a Hint earlyer and it should all work.  All ive done now is Used rus2.3.4.5.8.13 to get a lesser effect.

its koo Guys Thanx for ya efforts.

Offline Chammy

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Re: Unit SAY!
« Reply #19 on: 19 Aug 2006, 03:19:53 »
Im not sure if this has been suggested,

you might want to check on your ogg file, u might have an error in it,

 your volume might not be assined properly or raised in it

you might have a little space in the declaration of the sound

or could just be what the other guy said, unit dead = no sound.


Offline JasonO

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Re: Unit SAY!
« Reply #20 on: 19 Aug 2006, 13:34:23 »
Im not sure if this has been suggested,

you might want to check on your ogg file, u might have an error in it,

 your volume might not be assined properly or raised in it

you might have a little space in the declaration of the sound

or could just be what the other guy said, unit dead = no sound.



Yes the OGG file might not work ive had this problem... but I dont think it matters since this topic is over 1 year old ;)