[Atmosphere] Radio Chatter Help

Stuff and Junk

Well-Known Member
not really worth a video its just to add some atmosphere to the mod. If a player has a radio it has a X.XX chance to play a pre defined sound clip. In this one i made its just 5 of the clips and its from the night of the living dead so its zombie related.
 

Zeehond23

Valued Member!
I really like the idea, and will defo implement it on my server, just not with these radio messages, they are too long imo and too big in kb.

All in all, great idea man!
 

Stuff and Junk

Well-Known Member
I really like the idea, and will defo implement it on my server, just not with these radio messages, they are too long imo and too big in kb.

All in all, great idea man!
Ya i had trouble clipping sound files to make it smaller but these clips are very short. With a one time DL large mission files are not really that bad :/ but ya i totally agree with you. Just keep in mind that only .ogg will work and even with the high level of compression it uses it can still be large with sound/video.
 

Stuff and Junk

Well-Known Member
are there any ways to change the frequency of the sound being played?
Im assuming you are referring to the loop timer. If you change the value in the init line under where it says message chance it you can have it set to 100% or 1%. 0.01 = 1% where 1 = 100%. The second number is the sleep time. If you want the loop to execute more slowly then increase this number. The default is 600 secs = 5 mins i believe.
 

Stuff and Junk

Well-Known Member
Now that i re read your question if you mean the code files then no. I just made it to where u copy and paste to create the file. The dropbox is only the sound files.
 

Forgotten

Well-Known Member
Do custom debugs screw this up? Running newest Epoch with a custom debug, and nothing is playing. Made sure I had a radio. No errors in report.
 

Stuff and Junk

Well-Known Member
Do custom debugs screw this up? Running newest Epoch with a custom debug, and nothing is playing. Made sure I had a radio. No errors in report.
Not that i have ever seen. It is set by default to only have a 5% chance to play. If you want to test the sound just change the init line value from 0.05 to 1. If you want to make the loop execute faster then change the second number in the init line form 600 to anything lower.
 
This is great!

The second I saw this I wanted to add it to my server. Have you given any thought about adding this to the DZAI mod? The DZAI mod has an option, if you carry a radio you'll get messages about the AI tracking you(which is really fun). It would be fantastic if your radio chatter broadcast these messages at the same time.

Thanks for the mod,
Gentry
 

Stuff and Junk

Well-Known Member
This is great!

The second I saw this I wanted to add it to my server. Have you given any thought about adding this to the DZAI mod? The DZAI mod has an option, if you carry a radio you'll get messages about the AI tracking you(which is really fun). It would be fantastic if your radio chatter broadcast these messages at the same time.

Thanks for the mod,
Gentry
thats actually a great idea! I have not considered it till just now but yes. If the DZAI creator wanted to implement it im sure we could work together.
 

Stuff and Junk

Well-Known Member
alright, someone asked about the description.ext part....

if you already have a cfg sound section created in your description.ext or your defines.hpp(whichever you use) then add at the top after your last sound name:

radio1,radio2,radio3,radio4,radio5}

this is just an example it may not have these exact brackets. The point is to merge, not overwrite. If you look how the other sounds are listed then defined it will make more sense. You must list it at the top underneath the cfg sounds title, then you must define them under the section you just updated. Now that i think of it i will just show you mine:

Code:
////THIS IS JUST FOR REFERENCE IN THE FILE//////
class RscProgressNotFreeze
{
    idc = -1;
    type = 45;
    style = 0;
    x = 0.022059;
    y = 0.911772;
    w = 0.029412;
    h = 0.039216;
    texture = "#(argb,8,8,3)color(0,0,0,0)";
};////THIS IS JUST FOR REFERENCE IN THE FILE//////
////THIS IS THE START OF THE CFG SOUNDS SECTION/////
class CfgSounds
{
sounds[] ={bark,growl,whistleFollow,whistleStay,whistleFind,whistleNon,introsong,signal_green,signal_yellow,signal_orange};
 
class bark
{
    name="bark";
    sound[]={addin\fx\bark.ogg,0.4,1};
    titles[] = {};
};
class growl
{
    name="growl";
    sound[]={addin\fx\growl.ogg,0.5,1};
    titles[] = {};
};
class whistleFollow
{
    name="whistleFollow";
    sound[]={addin\fx\whistleFollow.ogg,0.8,1};
    titles[] = {};
};
class whistleStay
{
    name="whistleStay";
    sound[]={addin\fx\whistleStay.ogg,0.8,1};
    titles[] = {};
};
class WhistleFind
{
    name="WhistleFind";
    sound[]={addin\fx\whistleFind.ogg,0.8,1};
    titles[] = {};
};
class whistleNon
{
    name="whistleNon";
    sound[]={addin\fx\whistleNon.ogg,0.9,1};
    titles[] = {};
};
class signal_green
{
    name="signal_green";
    sound[]={Sounds\signal_green.ogg, 0.9, 1};
    titles[] = {};
};
class signal_yellow
{
    name="signal_yellow";
    sound[]={Sounds\signal_yellow.ogg, 0.9, 1};
    titles[] = {};
};
class signal_orange
{
    name="signal_orange";
    sound[]={Sounds\signal_orange.ogg, 0.9, 1};
    titles[] = {};
};
class introsong
{
    name="introsong";
    sound[]={Sounds\introsong.ogg, 0.2, 1};
    titles[] = {};
};
};
/////BELOW IS ALSO JUST FOR REFERENCE IN THE FILE//////////
//
// the loading screen itself
//
class DayZ_loadingScreen
{
    idd = -1;
    duration = 10e10;
    fadein = 0;
    fadeout = 0;
    name = "loading screen";
    class controlsBackground
    {
Notice how the top line reads all the sounds in a list form. Think of this as a check list. just add any sound, in this case the radio1-radio5 sounds. Then add in the individual blocks to define where that sound is located and the level it plays at. name must = the same name as in the sounds = line.....sound[] must = the exact path the sound is located.....and just leave titles like it is.

i hope this helps. if not just let me know and we can move on from there.

Id rather show eveyrone how rather than do it for you :/

Fish for a man,
feed him for a day.
Teach a man to fish,
feed him for life.

8)
 
not work :(
in description.ext :
////////////
class radio1
{
name="radio1";
sound[]={sounds\radio1.ogg, 0.3, 1};
titles[] = {};
};
class radio2
{
name="radio2";
sound[]={sounds\radio2.ogg, 0.3, 1};
titles[] = {};
};
class radio3
{
name="radio3";
sound[]={sounds\radio3.ogg, 0.3, 1};
titles[] = {};
};
class radio4
{
name="radio4";
sound[]={sounds\radio4.ogg, 0.3, 1};
titles[] = {};
};
class radio5
{
name="radio5";
sound[]={sounds\radio5.ogg, 0.3, 1};
titles[] = {};
};
};

#include "addons\SARGE\SAR_define.hpp"

help mi
 

Stuff and Junk

Well-Known Member
not work :(
in description.ext :
////////////
class radio1
{
name="radio1";
sound[]={sounds\radio1.ogg, 0.3, 1};
titles[] = {};
};
class radio2
{
name="radio2";
sound[]={sounds\radio2.ogg, 0.3, 1};
titles[] = {};
};
class radio3
{
name="radio3";
sound[]={sounds\radio3.ogg, 0.3, 1};
titles[] = {};
};
class radio4
{
name="radio4";
sound[]={sounds\radio4.ogg, 0.3, 1};
titles[] = {};
};
class radio5
{
name="radio5";
sound[]={sounds\radio5.ogg, 0.3, 1};
titles[] = {};
};
};

#include "addons\SARGE\SAR_define.hpp"

help mi
Ya, thats not quite right :p Link your description.ext file thats inside the mission pbo and i will fix it for you. Sarge AI has nothing to do with this mod. If im correct you dont use daiymo base building?
 
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