thanks ! i will try , looks really good
thanks ! i will try , looks really good
From what I have seen it is one of the greatest dynamic additions to the game so far and it fits the mood almost every time. I have no idea how you guys did that but hats off to the both of you. It's truly impressive. Many thanks again!
One thing I noticed: I was getting error messages when playing this with ECS. Unfortunately I'm quite preoccupied with work at the moment so I couldn't test it very thoroughly. If anybody finds any further hints regarding compatibility issues it'd be much appreciated - I'll try to give it another go on Wednesday when I might have a couple of hours of free time.
In the meantime, I hope you don't mind I added the whole thing to the list.
Yay, no problem at all The.D. Strange about error messages - maybe I should download ECS to check it out myself. Humm.
Oh, and BIG NOTE that I forgot to add:
Server-side addon requires ArmA version 1.09+, since it uses the new command addPublicVariableEventHandler!! SP and client-side MP -should- work in 1.08 however.
I suggest upgrading to 1.12 anyway asap, since these scripts use a lot of global variables to cut down on the compiling and other lag-inducing little thingies, meaning they might introduce save-game bugs to your SP missions in 1.08.
Thanks for the comments so far.
They are compatibel with other soundmods yes?
Used to be Known as:
But no more!
IRL: 2nd Lt
Great addon, kudos to both of you for making and sharing!
However I can't seem to get the global variables working? Tried both "RUG_CycleTime" and "RUG_TerminalDistance" in init.sqs but nothing seems to change, am I missing something obvious?
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
RUG_CycleTime = 20
RUG_TerminalDistance = 10
With 40-50 AI's within ~200 m there is still alot of chattering?
>> The journey is the reward! <<
Im using it after ECS and I get so much chatter, even "cover me" and "bastards!" and "over there!" ... allot when theres literately no enemy about at all.
Will fiddle with variables but, does seem to be allot of chatter out of context flying around when using this.
The scripts -should- check for if these variables have been set already and if they have leave them alone, but there's a slight chance that it might have been overlooked for the initialization. Since XEH seems to run even before the init.sqs/f, the scripts have a short 1 second pause before they initialize the first time to let all the objects and such appear. So try putting a ~1.5 in the init.sqs before messing with the global variables, so avoid them getting overwritten. I'll check it out.
Are you using other scripts/mods as well? For instance the "increased engagement distance" mod together with a "silent radio"-type mod might lead to a situation where your soldiers keep spotting enemies way out of your visual range and not reporting them via group radios. Doesn't stop them from shouting out their observations though :P Same thing goes for mods that rely on the "reveal" command to make enemies smarter -> once again if an enemy is revealed to your guys on the other side of the island, they'll call him out anyway. And finally, if the mod has some kind of invisible targets-system in place, they will call out those as well.
Oh, and the "contact!" sounds are group-dependent, so if you've got a lot of single-man enemy "groups" there will be more contact-shouting (but hey, that's just atmospheric, right?).
And finally, if you've got a mod that varies the combat mode of your AI automatically, that might affect stuff as well: when in Combat (Danger! your AI will be much more eager to shout things than when in Aware. :P Just use Stealth if you want the buggers to shut up for a while.
Thanks for the comments once again. And as mentioned: making or modifying your own voicepacks is not TOO complicated either, so if you're not happy with the sounds you're hearing you're free to edit and modify and release to your heart's content (credits welcome, though).
I just keep getiing error messages and crashing when trying to make this mod work, does it work with 1.12 patch?
Simulators rule: Arma2 - F4:AF - SH:5 - RO:1941-45 - FSX]
Epic quote on ARMAII from some forum: "didn’t like this, not a game really, more a simulation."