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Thread: Dynamic Sound AI - RC 1.0

  1. #11
    thanks ! i will try , looks really good

  2. #12
    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.
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  3. #13
    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.

    Regards,
    Wolfrug

  4. #14
    wow))
    thanx alot for hard and long-awaited job))

    downloading now)

  5. #15
    They are compatibel with other soundmods yes?
    Like FDF..?
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  6. #16
    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
    [/QUOTE]

    With 40-50 AI&#39;s within ~200 m there is still alot of chattering?

    /KC




  7. #17
    Chief Warrant Officer mrcash2009's Avatar
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    Im using it after ECS and I get so much chatter, even "cover me" and "bastards&#33;" and "over there&#33;" ... 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.




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  8. #18

  9. #19
    @KeyCat

    The scripts -should- check for if these variables have been set already and if they have leave them alone, but there&#39;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&#39;ll check it out.

    @mrcrash

    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&#39;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&#39;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&#33;" sounds are group-dependent, so if you&#39;ve got a lot of single-man enemy "groups" there will be more contact-shouting (but hey, that&#39;s just atmospheric, right?).

    And finally, if you&#39;ve got a mod that varies the combat mode of your AI automatically, that might affect stuff as well: when in Combat (Danger&#33 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&#39;re not happy with the sounds you&#39;re hearing you&#39;re free to edit and modify and release to your heart&#39;s content (credits welcome, though).

    Regards,
    Wolfrug

  10. #20
    I just keep getiing error messages and crashing when trying to make this mod work, does it work with 1.12 patch?
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