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Thread: How to config a units language?

  1. #1
    Master Gunnery Sergeant Meatball0311's Avatar
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    How to config a units language?

    I want my unit to have Russian faces, but I want them to speak english (with American accent). How would I config this in the config.cpp?
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  2. #2
    this is the base USMC soldier, minus inherited values.

    Code:
    class USMC_Soldier_Base: SoldierWB {
    	accuracy = 2;
    	camouflage = 1.8;
    	cost = 80000;
    	displayname = "Rifleman";
    	facetype = "Man";
    	faction = "USMC";
    	genericnames = "EnglishMen";
    	icon = "\Ca\characters2\data\icon\i_soldier_CA.paa";
    	identitytypes[] = {"USMC_Glasses", "Head_USMC"};  // Check
    	languages[] = {"EN"};  // Check
    	model = "\ca\characters2\USMC\usmc_soldier";
    	picture = "\Ca\characters\data\Ico\i_null_CA.paa";
    	portrait = "\Ca\characters\data\portraits\comBarHead_usmc_soldier_ca";
    	scope = 0;
    	vehicleclass = "Men";
    	class HitPoints: HitPoints {
    		class HitHead: HitHead {
    			armor = 0.85;
    		};
    		class HitBody: HitBody {
    			armor = 1;
    			passthrough = 0.8;
    		};
    	};
    	class Wounds {
    		mat[] = {"Ca\characters2\usmc\marines\data\usmc_soldier.rvmat", "ca\characters2\data\USMC_soldier_W1.rvmat", "ca\characters2\data\USMC_soldier_W2.rvmat", "Ca\characters2\usmc\marines\data\usmc_soldier_at.rvmat", "ca\characters2\data\USMC_soldier_W1.rvmat", "ca\characters2\data\USMC_soldier_W2.rvmat", "Ca\characters2\usmc\marines\data\usmc_soldier_CO.rvmat", "ca\characters2\data\USMC_soldier_W1.rvmat", "ca\characters2\data\USMC_soldier_W2.rvmat", "Ca\characters2\usmc\marines\data\usmc_soldier_DMR.rvmat", "ca\characters2\data\USMC_soldier_W1.rvmat", "ca\characters2\data\USMC_soldier_W2.rvmat", "Ca\characters2\usmc\marines\data\usmc_soldier_med.rvmat", "ca\characters2\data\USMC_soldier_W1.rvmat", "ca\characters2\data\USMC_soldier_W2.rvmat", "Ca\characters2\usmc\marines\data\usmc_soldier_mine.rvmat", "ca\characters2\data\USMC_soldier_W1.rvmat", "ca\characters2\data\USMC_soldier_W2.rvmat", "Ca\characters2\usmc\marines\data\usmc_soldier_saw.rvmat", "ca\characters2\data\USMC_soldier_W1.rvmat", "ca\characters2\data\USMC_soldier_W2.rvmat", "Ca\characters2\usmc\marines\data\usmc_soldier_scout.rvmat", "ca\characters2\data\USMC_soldier_W1.rvmat", "ca\characters2\data\USMC_soldier_W2.rvmat", "Ca\characters2\usmc\marines\data\usmc_soldier_tl.rvmat", "ca\characters2\data\USMC_soldier_W1.rvmat", "ca\characters2\data\USMC_soldier_W2.rvmat", "Ca\characters2\usmc\marines\data\usmc_Crew.rvmat", "ca\characters2\data\USMC_soldier_W1.rvmat", "ca\characters2\data\USMC_soldier_W2.rvmat", "ca\characters2\usmc\data\usmc_officer_body.rvmat", "ca\characters2\data\USMC_soldier_W1.rvmat", "ca\characters2\data\USMC_soldier_W2.rvmat", "Ca\characters2\USMC\data\us_Crew.rvmat", "Ca\characters2\USMC\data\W1_us_crew.rvmat", "Ca\characters2\USMC\data\W2_us_crew.rvmat"};
    		tex[] = {};
    	};
    	class TalkTopics: TalkTopics {
    		core_en = "Core_Full";  // Check
    	};
    };
    Can't give you a straight down answer, but you might copy over these values and test, try one by one and in that order

    1) languages[] = {"EN"}; // best guess, could be enough

    2) identitytypes[] = {"USMC_Glasses", "Head_USMC"}; // these identities seem to relate with CfgVoice where RadioProtocol is referenced, this might have unintended consequences though

    3) core_en // instead of "core_ru" > this is related with "Greetings" action menu dialogs, not RadioProtocol used

    Report your tests, I am actually curious...

  3. #3
    I think you Might Need all for it to Work right, as I think I Forgot one and now I have guys Speaking both Russian and English...

    But you do need the Identitytypes, not the Glasses but the head as well as the Talktopics block
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  4. #4
    Master Gunnery Sergeant Meatball0311's Avatar
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    class CfgVehicles
    {
    class USMC_Soldier_Base;
    class USMC_Soldier_Pilot;
    class mar_fighter_pilot: USMC_Soldier_Base
    {
    vehicleClass = "mar_aviator";
    displayName = "USMC Fighter Pilot";
    model = "\mar_pilot\data\units\pilot\mar_fighter_pilot ";
    weapons[] = {};
    magazines[] = {};
    respawnWeapons[] = {};
    respawnMagazines[] = {};
    identityTypes[] = {"Head_RU"};
    faceType = "Man";
    scope = 2;
    nightVision = 1;
    nameSound = "officer";
    attendant = 1;
    canHideBodies = 1;
    canDeactivateMines = "true";
    accuracy = 2;
    sensitivity = 2;
    camouflage = 0.6;
    class HitHead
    {
    armor = 0.7;
    material = -1;
    name = "head_hit";
    passThrough = 1;
    };
    class HitBody
    {
    armor = 1;
    material = -1;
    name = "body";
    passThrough = 1;
    };
    class HitHands
    {
    armor = 0.5;
    material = -1;
    name = "hands";
    passThrough = 1;
    };
    class HitLegs
    {
    armor = 0.5;
    material = -1;
    name = "legs";
    passThrough = 1;
    };
    class Wounds {
    tex[] = {};
    mat[] = {};
    };
    };
    I am actually not getting any sound now... what it was doing was speaking english when the unit was a group leader (english commands), but when it was not in a group.. it would speak Russian.

    ---------- Post added at 07:38 AM ---------- Previous post was at 07:31 AM ----------

    They are still talking Russian....

  5. #5
    "1) languages[] = {"EN"}; // best guess, could be enough" ? makes no change?

  6. #6
    Master Gunnery Sergeant Meatball0311's Avatar
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    Author of the Thread
    I added languages[] = {"EN"] and still doesnt work. It is weird.. if I am a unit leader my commands are in English, but other sayings are in Russian...

    How would I define TalkTopics in my config.cpp?

  7. #7
    Try:
    Code:
    class TalkTopics: TalkTopics {
    	core_ru = "Core_Full";  // Check
    };
    And

    Code:
    languages[] = {"RU"};

  8. #8
    Quote Originally Posted by Meatball0311 View Post
    I added languages[] = {"EN"} and still doesnt work. It is weird.. if I am a unit leader my commands are in English, but other sayings are in Russian...
    which ones exacly?


    Also this one might be a longer shot than earlier but (this is part of USMC_Soldier_Base also, it is an inherited value, did not figure which parent):

    Code:
    class SpeechVariants {
    class Default {
    speechplural[] = {"veh_men"};
    speechsingular[] = {"veh_man"};
    };
    class EN: Default {
    speechplural[] = {"veh_men"};
    speechsingular[] = {"veh_man"};
    };
    class CZ {
    speechplural[] = {"veh_men_CZ"};
    speechsingular[] = {"veh_man_CZ"};
    };
    class CZ_Akuzativ {
    speechplural[] = {"veh_men_CZ4P"};
    speechsingular[] = {"veh_man_CZ4P"};
    };
    class RU {
    speechplural[] = {"veh_men_RU"};
    speechsingular[] = {"veh_man_RU"};
    };
    };
    might be also related, I also suspect not every wording/expressions have not been translated from english to russian, or vice versa, meaning some expressions might only be found in one language alone.

    The previous seams to be related in how the engine handles sentence syntax more than any thing else... but might worth a try.
    Last edited by gammadust; Jun 3 2011 at 19:41.

  9. #9
    Master Gunnery Sergeant Meatball0311's Avatar
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    I am not having any success with this... so let me revise my question.

    I want to only use certain faces.. for example face01 thru face20 for my unit. Is there a way to limit the random face selection?

  10. #10
    Master Gunnery Sergeant Meatball0311's Avatar
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    I figured out how to make a new Identity..

    Code:
    class CfgIdentities
    {
     class Head_MSOT
     {
      name="";
      face="Face45";
      glasses="None";
      speaker="Male01EN";
      pitch=1.1;
     };
    };
    However, that is just for one face type. I would like to have various face types per Identity.

    How can I make a custom CfgIdentities, that will randomly select between Face01, Face02, Face03..... Face20?

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