Jump to content

Photo
- - - - -

Dynamic Sound AI - RC 1.0


  • Please log in to reply
65 replies to this topic
Thread Starter
Wolfrug
Wolfrug

    First Sergeant

  • Members
  • 825 posts

#1

Posted 21 April 2008 - 15:40

Hello all.

Since this version of RUG_DSAI is in most matters entirely revamped from the old version, I figured it needed a whole new topic. The reason it's entirely different is thanks to Sickboy, who overhauled all my clunky old scripts, made it MP-compatible, and messed with the configs until they look like they do now (really sleek). Aside from that, RUG DSAI still does what it used to: gives your and the enemies' AI a voice beyond the stale radio messages.

********************
>>>
BIKI Page on RUG DSAI
<<<
********************

Look at the above page for advanced instructions on installation, MP-usage, mission-maker/server admin options, and creating/editing the language packs. Here's the short version:

= Features =
* Ready made scripts for Dynamic Sound AI that is easily modifiable by the end-user.
* Your AI will shout curses at the enemy, tell you when they're reloading, throwing a grenade, engaging, when they're hurt, fleeing or when they've scored a big kill! And much more.
* Works in both SP, client-side MP and server-side MP
* Features English, Arab, Russian and Spanish voices by default
* Can assign voices to all sides (BLUFOR, OPFOR, Independent, Civilian, SideEnemy)
* Easily activated/deactived by mission makers, addon makers or server admins as required, using global variables and config entries (see below for more information)
* Auto-initialization using XEH(fully XEH compatible)

Note: this also requires XEH to work, of course.
Edit (BIG NOTE): For server-side MP, it requires ArmA v. 1.09+ ! Uses new command addPublicVariableEventHandler. Should work in 1.08 client side/SP

Installation (for dummies):

- Place the RUG_DSAI.pbo, RUG_DSAIGen.pbo + any language files you want - I suggest just putting them all - into a modfolder (such as @RUG_DSAI\Addons), and start up the game. You should notice your teammates talking a lot more now (note: only English voices are extensive, the other languages are mostly combat-oriented)
- NB: you need the latest version of XEH loaded as well.

Advanced installation notes on the BIKI page.

Mirrors and bug reports much appreciated! Note: I'm not the MP master here, so if you've got problems setting it up for your server/MP game, you might want to ask Sickboy directly Posted Image

FileFront Mirror
ArmaHolic mirror (thanks guys!Posted Image
ePrison.de mirror (cheers!Posted Image
ArmedAssault.info mirror (should be v.1.0 RC - slight omission in the readme.txt Posted Image)

Enjoy!

Regards,
Wolfrug





DMarkwick
DMarkwick

    Major

  • Members
  • 7298 posts

#2

Posted 21 April 2008 - 15:42

Woo Posted Image I'll try this out for sure Posted Image thanks for the release.
Feel like ArmA is letting you down in some way? Watch this:
https://www.youtube....h?v=Fh3webkCo4Y

sickboy
sickboy

    Colonel

  • Members
  • 9947 posts

#3

Posted 21 April 2008 - 15:45

Congrats on getting the stuff into Public Release mate Posted Image

Quote[/b] ]you might want to ask Sickboy directly

With "directly", dear WolfRUG means this thread Posted Image
(I am not a fan of PM's Posted Image )

Mark XIII
Mark XIII

    Master Sergeant

  • Members
  • 719 posts

#4

Posted 21 April 2008 - 16:07

Just wanted to say, Well done & Excellent Job!

Regards

Mark XIII

anything you can do.....


foxhound
foxhound

    Retired Moderator

  • Members
  • 11355 posts

#5

Posted 21 April 2008 - 16:19

Excellent news Posted Image
I will try to add this new version to our own server as soon as possible. This is just what I have been waiting for Posted Image



Frontpaged at the Armaholic.com homepage.

The Armaholic.com download page can be found here:
http://www.armaholic...age.php?id=2369
Visit Armaholic.com | Visit Carriercommandaholic.com
Posted Image
Public FTP available, just check the Armaholic.com FAQ.

HMM........wonder what it is huh?

the.d
the.d

    Gunnery Sergeant

  • Members
  • 433 posts

#6

Posted 21 April 2008 - 16:55

Loved your original add on, Wolfrug! Can't wait to get home and give this a test run - will it interfere with ECS, though? Might have to disable the voices there.
Good work, thanks a lot for sharing!

Thread Starter
Wolfrug
Wolfrug

    First Sergeant

  • Members
  • 825 posts

#7

Posted 21 April 2008 - 17:17

I doubt it will interfere with anything, since it's more or less a bunch of scripts that make your units Say things. The only possibly interference would be in for instance cutscenes when someone is talking if you haven't disabled the voices for the duration of it (which is suggested, and easily done).

On the other hand, if their system is at all the same as mine, there's a chance they might shout the same thing twice during certain events? Try it and tell me! Haven't tried ECS myself Posted Image

Thanks for the comments so far!

Regards,
Wolfrug

Stavanger
Stavanger

    Master Sergeant

  • Members
  • 786 posts

#8

Posted 21 April 2008 - 17:24

News + Mirror by ePrison.de

Dynamic Sound AI by Wolfrug & Sickboy

Regards,
Stavanger

.kju -PvPscene-
.kju -PvPscene-

    Brigadier General

  • Members
  • 12275 posts

#9

Posted 21 April 2008 - 19:23

Congratz Posted Image



Current active projects: None :(

Maintained/assisted projects: IFA3, Blitzkrieg


Help: Got a crash? Report it! What is the RPT log file?


zguba
zguba

    Дантист-кодер

  • BI Developer
  • 1085 posts
  • LocationPraha, CZ

#10

Posted 21 April 2008 - 21:09

Graagh!!! Congratulations Posted Image

william1
william1

    Sergeant Major

  • Members
  • 1410 posts

#11

Posted 21 April 2008 - 21:53

thanks ! i will try , looks really good Posted Image

the.d
the.d

    Gunnery Sergeant

  • Members
  • 433 posts

#12

Posted 21 April 2008 - 22:16

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.

Thread Starter
Wolfrug
Wolfrug

    First Sergeant

  • Members
  • 825 posts

#13

Posted 22 April 2008 - 05:55

Yay, no problem at all The.D. Strange about error messages - maybe I should download ECS to check it out myself. Humm. Posted Image

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

nikita320106
nikita320106

    Gunnery Sergeant

  • Members
  • 569 posts

#14

Posted 22 April 2008 - 06:09

wow))
thanx alot for hard and long-awaited job))

downloading now)
Posted Image

Andersson-SWEC-
Andersson-SWEC-

    Master Gunnery Sergeant

  • Members
  • 1300 posts

#15

Posted 22 April 2008 - 07:06

They are compatibel with other soundmods yes?
Like FDF..?

KeyCat
KeyCat

    Warrant Officer

  • Members
  • 2835 posts
  • LocationSweden

#16

Posted 22 April 2008 - 09:23

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's within ~200 m there is still alot of chattering?

/KC




>> It's all about teamwork! <<

mrcash2009
mrcash2009

    Second Lieutenant

  • Members
  • 4228 posts

#17

Posted 22 April 2008 - 10:08

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.





SICK OF IDIOTS & STEAM.


oldbear
oldbear

    Sergeant Major

  • Members
  • 1827 posts

#18

Posted 22 April 2008 - 10:34

Mirrored on Armed Assault.info :
http://www.armedassa...t=addons&id=441
Posted Image

Thread Starter
Wolfrug
Wolfrug

    First Sergeant

  • Members
  • 825 posts

#19

Posted 22 April 2008 - 10:51

@KeyCat

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.

@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.

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!Posted Image 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).

Regards,
Wolfrug

PrivateNoob
PrivateNoob

    Gunnery Sergeant

  • Members
  • 425 posts

#20

Posted 22 April 2008 - 13:39

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."