Home   Help Search Login Register  

Author Topic: VME PLA Chinese Mod questions  (Read 4056 times)

0 Members and 1 Guest are viewing this topic.

Offline Kommiekat

  • Members
  • *
VME PLA Chinese Mod questions
« on: 02 Sep 2011, 07:33:23 »
I'm creating a new SP mission with the incorporation of VME PLA Chinese MOD found at Armaholic:
http://www.armaholic.com/page.php?id=14099&highlight=CHINESE

I am half-way finished with the mission. Need briefing and touching up.

They have not finished this MOD but uploaded it for use.
-Missing unit Chinese names for AI players
-Using American weapon sounds for weapons although the weapons textures and vehicles have been changed.
-so forth
Periodically, I hope you don't m
ind if I post questions here for editing help.

Question 1:
I want to change the unit names to Chinese names.
For example a team mates name (AI) is "Li Sui Lung" <--- That's actually Bruce Lee's real name btw.
The unit list is giving me English names like John Smith and Jorge Rodriquiez.
I'm only using a team of 8.

I have NO idea where to look for answers to change those names although I've done a search.
Please point me in the right direction.
Thanks,
Kommiekat
 

Offline Wolfrug

  • Addons Depot
  • Former Staff
  • ****
  • Official OFPEC Old Timer
Re: VME PLA Chinese Mod questions
« Reply #1 on: 02 Sep 2011, 18:11:22 »
Hey there!

Since you've just got a team of 8, I suggest you simply give them all Chinese names via their identities, and then just remember to setIdentity them every mission. What you need is a description.ext file, with this in it:

Code: [Select]
class CfgIdentities
{
class YourGuy1
    {
        name = "Bruce Lee";
        face = "Face20";
        glasses = "None";
        speaker = "Male04";
        pitch = 1.1;
    };
class YourGuy2
    {
        name = "Mao";
        face = "Face11";
        glasses = "None";
        speaker = "Male05";
        pitch = 1.1;
    };
};

I don't know if that mod has proper faces, but if it does, add them there. Also if it has chinese speakers, you can make the speaker that (e.g. "Male05_Chinese" or whatever they might have called them). Then simply add this to the init field of the units:

Code: [Select]
this setIdentity "YourGuy1";
And so forth :)

Good luck!

Wolfrug out.
"When 900 years YOU reach, look as good you will not!"

Offline Kommiekat

  • Members
  • *
Re: VME PLA Chinese Mod questions
« Reply #2 on: 02 Sep 2011, 19:07:45 »
Hello Wolfrug and thanks so much for your reply.

I think the already have set faces. They seem Chinese. I've also noticed that I cannot add camo to their faces.
I don't know their identity.

I also have to use this:  enableSentences false; because they are speaking English. To make more realistic, I've got to cut off any chatter including orders given by the team leader (in this case, the player).

Could  I leave out the...face, speaker and pitch or do I still need them?


This is what I have so far. Reporting an error somewhere around "Dingxiang" and "Boqin"

Code: [Select]
class CfgIdentities
{
class Li Siu
    {
        name = "Li Siu";
        };
        class Cheung
    {
        name = "Cheung";
        };
        class Longwei
    {
        name = "Longwei";
        };
        class Jinhai
    {
        name = "Jinhai";
        };
        class Guangli
    {
        name = "Guangli";
        };
        class Minghua
    {
        name = "Minghua";
        };
        class Dingxiang
    {
        name = "Dingxiang";
        };
        class Boqin
    {
        name = "Boqin";
        };

};

Class and Name would be the same, correct?

Thanks once again for your assistance.
« Last Edit: 02 Sep 2011, 20:54:11 by Kommiekat »

Offline Wolfrug

  • Addons Depot
  • Former Staff
  • ****
  • Official OFPEC Old Timer
Re: VME PLA Chinese Mod questions
« Reply #3 on: 02 Sep 2011, 21:06:43 »
Hi,

Nope, you can't do that. You need to have the whole identity. Sorry. :)

Also, the class can be anything, the name doesn't have to correspond to it. So feel free to give them surnames!

According to this thread, PMC has some new faces, including Asian ones, which should be found here:

Face108_PMC to Face124_PMC

So just replace the face= with "Face108_PMC" for instance and go through them until you find Asian ones :)

Nothing to do about the voice, sadly. "Male04_GB_EN_PMC" is the voice for Asano from PMC though, and he (I guess?) might sound marginally more Asian?

Wolfrug out.
"When 900 years YOU reach, look as good you will not!"

Offline Kommiekat

  • Members
  • *
Re: VME PLA Chinese Mod questions
« Reply #4 on: 03 Sep 2011, 17:25:08 »
Thanks for the heads up on that info.

Getting error message:
.......line 209:/CfgIdentities/:'S' encounter instead of '{'

Line 209 is......class CfgIdentities.......in my code below:

Code: [Select]

class CfgIdentities
{
        class Li Siu Lung
    {
        name = "Li Siu Lung";
face = "Face_124_camo3_PMC";
        glasses = "None";
        speaker = "Male04";
        pitch = 1.1
    };
class Cheung
    {
        name = "Cheung";
face = "Face_119_camo4_PMC";
        glasses = "None";
        speaker = "Male04";
        pitch = 1.1;
    };
        class Longwei
    {
        name = "Longwei";
        face = "Face_112_camo2_PMC";
        glasses = "None";
        speaker = "Male04";
        pitch = 1.1;
    };
        class Jinhai
    {
        name = "Jinhai";
face = "Face_111_camo5_PMC";
        glasses = "None";
        speaker = "Male04";
        pitch = 1.1;
    };
        class Guangli
    {
        name = "Guangli";
face = "Face_108_camo1_PMC";
        glasses = "None";
        speaker = "Male04";
        pitch = 1.1;
    };
        class Minghua
    {
        name = "Minghua";
face = "Face_113_camo4_PMC";
        glasses = "None";
        speaker = "Male04";
        pitch = 1.1;
        };
        class Dingxiang
    {
        name = "Dingxiang";
face = "Face_115_camo6_PMC";
        glasses = "None";
        speaker = "Male04";
        pitch = 1.1;
    };
        class Boqin
    {
        name = "Boqin";
face = "Face_114_camo3_PMC";
        glasses = "None";
        speaker = "Male04";
        pitch = 1.1;
    };
};

Not concerned about "speaker" or "pitch" because using I'm using .....enableSentences false;.....in my init.sqf
Looks like I'm overlooking something easy.
Any help is much appreciated!
Kommmiekat

Offline Wolfrug

  • Addons Depot
  • Former Staff
  • ****
  • Official OFPEC Old Timer
Re: VME PLA Chinese Mod questions
« Reply #5 on: 04 Sep 2011, 10:52:09 »
Heya!

Code: [Select]
class Li Siu Lung
there's your problem. Classnames can't have spaces or special characters in them. Change that to Li, or LiSiuLung, or maybe Li_Siu_Lung. :)

Good luck with your thing, hope you get it all to work!  :good:

Wolfrug out.
"When 900 years YOU reach, look as good you will not!"

Offline Kommiekat

  • Members
  • *
Re: VME PLA Chinese Mod questions
« Reply #6 on: 05 Sep 2011, 16:06:41 »
Again thank you Mr. Wolfrug. With your help, I'm actually half-way there.

I got their names changed, thanks to you, but their faces stay the same and there maybe nothing I can do about it.

Seems the boys in Beijing who made this mod, re textured some faces which makes all of them look identical to each other. The faces are not completely Asian but nor are they completely Caucasian.

I tried Faces124_PMC, leaving out the Camo, just to see what happens.
I may have no choice in this but to let it go for now and come back to it later or just accept it as it is.

If I can at the least get some camo on the faces, that may obscure them a bit so they all don't look alike.

Once again, your help is much appreciated.

Kommiekat
 :)

Offline Kommiekat

  • Members
  • *
Re: VME PLA Chinese Mod questions
« Reply #7 on: 19 Sep 2011, 08:21:03 »
Greetings,

I want to change the English to Chinese as much as possible.

The VME PLA Chinese Mod is using English as the default language.

I've got a few people in Hong Kong and China to lend me voice help.
I can made a few OGG files for triggers with hints that will give English text along with Chinese voice.

My next testing is script by Sendar for random voices like "Bingo!" and "Got that sucker"
Code: [Select]
; ****************************************************************
; Random Kill Sound Script
; Created by: Semedar
; ****************************************************************

?!local _this: exit

_random = random 5
_a = _random - (_random mod 1)

~(random 3)

?(_a == 1) : goto "1"
?(_a == 2) : goto "2"
?(_a == 3) : goto "3"
?(_a == 4) : goto "4"
?(_a == 5) : goto "5"

#1
playSound "GotHim"
exit

#2
playSound "Contact"
exit

#3
playSound "TangoDown"
exit

#4
playSound "BingoBingo"
exit

#5
playSound "ThreatNeutralized"
exit

Or, I can use Zipper5's code:
Code: [Select]
;ArmA2 Kill Sound Script
;Only Works In ArmA2 With A Function Module:
waitUntil {!(isNil "bis_fnc_init")};  _sound = ["Sound1","Sound2","Sound3","Sound4","Sound5"] call bis_fnc_selectRandom;  playSound _sound;

What I need is a way to change the command voices the are default BIS English like:

"Man at 3 O'clock!" or "Move 5 meters" or "HOLD" and "STOP" and "FIRE" and "ENGAGE" and so forth and so forth...

Is this possible and if so, is it going to be way over my head??

Thanks guys for at least replying to the post..

Kommiekat