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Thread: Dynamic Sound AI - RC 1.0

  1. #21
    Yes.

    Make sure it's either inside a mod folder's addon folder, or if you have to, inside your main addon folder (not recommended). Also make sure you've got the necessary files RUG_DSAI.pbo and RUG_DSAIGen.pbo au minimum loaded, or the other languages will try to access scripts they can't get to.

    If that doesn't help, it might be interferring with some other addons: try it with vanilla ArmA with no other addons loaded, and go from there.

    Your download might have been corrupted: try re-downloading the file (it should be about 35mb .rared).

    And finally, if that's no good either, post a screenshot of the error and we'll see.

    Regards,
    Wolfrug

  2. #22
    Same thing, only using RUG_DSAI.pbo and RUG_DSAIGen.pbo and no other mods, yes im using modfolder. Im using 1.12 beta patch.

    Simulators rule: Arma2 - F4:AF - SH:5 - RO:1941-45 - FSX]
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  3. #23
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    Quote Originally Posted by (PrivateNoob @ April 22 2008,17:58)
    ...
    That's because you're running with the ArmA beta patch but not using the 'beta' modfolder.

    Shortcut should be something like this:
    Quote Originally Posted by [b
    Quote[/b] ]"C:\Program Files\Bohemia Interactive\ArmA\beta\arma.exe" -mod=beta;@RUS_DSAI

  4. #24
    Chief Warrant Officer mrcash2009's Avatar
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    Quote Originally Posted by [b
    Quote[/b] ]@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'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.
    Thats logical, and I do believe I have the SIX mod that increases range. Ok, I can live with that as at least I know its not some bug or anything odd like that.

    I do love all the shouting and calls in the battle, its just when they are all on a chatter mission when theres no actual firing happening seems odd.

    Quote Originally Posted by [b
    Quote[/b] ]Just use Stealth if you want the buggers to shut up for a while.
    LOL ... shame we cant introduce an event handler that can trigger a "slap in the mouth" animation at those points.

    Great work though, its a keeper




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  5. #25
    Quote Originally Posted by (Maddmatt @ April 22 2008,18:16)
    Quote Originally Posted by (PrivateNoob @ April 22 2008,17:58)
    ...
    That's because you're running with the ArmA beta patch but not using the 'beta' modfolder.

    Shortcut should be something like this:
    Quote Originally Posted by [b
    Quote[/b] ]"C:\Program Files\Bohemia Interactive\ArmA\beta\arma.exe" -mod=beta;@RUS_DSAI
    lol crap no wonder it worked, how could I miss that.
    Must have changed the command line some time, I forgot, Thanks now it seems to work!

  6. #26
    Great script, additions like this are just making this game.

    Sorry if this is covered in the readme; but is it possible to have the chatter stop when the unit is in stealth mode? Kind of annoying when your sneaking and people shout "GET SOME!!" at the top of their lungs. I know this doesnt affect AI, but just for ambience sake.

    "Si vis pacem, para bellum"

  7. #27
    Edit: Fixed the RUG_TerminalDistance typo

    Well, when in Stealth they should quiet down their "regular" chatter (which is there in safe/aware/combat - depending on language), but it won't stop their event-based chat. Event-based meaning things like spotting an enemy, throwing a grenade, being wounded etc. Many people use Stealth when in combat because it tends to make your soldiers stay low more often, and they also do this for the AI squads.

    But if you insist, you can disable all the voices while you're in stealth, by making a little script that looks something like:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
    while {alive Player} do
    {
    waitUntil {behaviour Player == &#34;STEALTH&#34;};
    RUG_DSAI_TerminalDistance = 0;
    waitUntil {behaviour Player &#33;=&#34;STEALTH&#34;};
    RUG_DSAI_TerminalDistance = 500;
    };
    [/QUOTE]

    Or somesuch. But of course that disables voices for the enemies and all other groups as well

    @PrivateNoob

    Glad you got it sorted

    Regards,
    Wolfrug




  8. #28
    Quote Originally Posted by (Wolfrug @ April 22 2008,12:51)
    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.
    Hi Wolfrug,

    Last night I tried to add a delay (1-5 sec) but can&#39;t get it to work, I can&#39;t even get "RUG_TerminalDistance = -1" to work if used with a radio trigger, AI still chatters along?

    Haven&#39;t had time to look inside your PBO but something seems to be broken. I&#39;m testing this in the editor in SP, no other addons (except XEH 1.7) for time being.

    Keep it up&#33;

    /KC

  9. #29
    :P Checked it myself in the editor, and I got worried for a moment there: it&#39;s just a typo in the readme.

    The correct global variables are:

    RUG_DSAI_TerminalDistance

    and

    RUG_DSAI_CycleTime

    I&#39;ll fix this in the wiki-page ASAP. My mistake&#33; D&#39;oh.
    I tested it with 0 and -1, and it works.

    Edit: And I also checked the initialization just to be sure, and yes, it does check if RUG_DSAI_TerminalDistance has been set before trying to apply the default, so I don&#39;t see why setting in in the init.sqf directly shouldn&#39;t work&#33;

    Regards,
    Wolfrug




  10. #30
    Quote Originally Posted by (Wolfrug @ April 23 2008,12:34)
    ...it&#39;s just a typo in the readme.
    That explains it&#33; Thanks for the heads-up will test tonight.

    /KC

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