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Posted

I notice there is a large number of wav files in the game that includes numbers letters etc. I presume that this allows the system to create messages to planes on the fly. Is it possible to create a string of text and coords in triggers. My understanding is if you use the sound option in activation they will execute simultaneously instead of in a series. How can we use all of these wav files.

Posted

Its possible to make a custom audio message, although its not exactly easy to implement. A major downside to using audio is that all audio files are attached with the mission, which greatly adds to the file size.

 

Text messages are very limited in their flexibility. Via triggers, a text message cannot be edited. So if you want to say "Targets are (North, East, West, South) of WP2" you need 4 triggers each outputting their own unique message. We could possibility use lua scripts to accomplish more with text and audio messages and use string concatenation to make better and more accurate text messages.

The right man in the wrong place makes all the difference in the world.

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Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread)

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Posted

That would seem reasonable. Any way to use those beautiful messages in game would be great. Is there a limit to the number of triggers that can exist in the game?

Posted (edited)

Uhm, I'm not sure there is a physical limit, but I think there is a practical limit. At more than 8 mb mission file size you start to notice the editor becomes slow to respond at times, I'm not sure how its effected in-game. Honestly a hundred triggers probably amount to a single AI group in terms of how much CPU processing is spent on it. Note, this is refers to the mission file within the miz. As triggers start to add up, it becomes a nightmare to debug if something isn't working as its supposed to. You have no idea how annoying it is to overlook a flag value that is off by a single digit.

 

In my mission "On Station" I use a bunch of custom sound files to re-create basic radio communication. Its done via a well defined organization structure where specific words or phrases can only be played under a specific circumstance. In pseudo code:

 

Flag 101 is true, and Flag 20 is true>> Set flag 200, Set flag 11, set flag 12, clear flag 20

Flag 200 is true >> Set Flag 1 (Message Part 1)
Time Since Flag 1 is 1 second  >> Set Flag 2 (message Part 2)
Time Since Flag 1 is 3 second  >> Clear Flag 1, Clear Flag 2, Clear Flag 200 (Message Over)

To play the audio
Flag 1 is True && Flag 11 is True >> Play Audio "file1.ogg", Clear flag 11
Flag 2 is True && Flag 12 is True >> Play Audio "file2.ogg", Clear flag 12

 

You can do quite alot with it, but its a pain to setup and test. I decided it needed to be a little flexible so I use a single flag value and its own set of sub-logic to switch "who is talking". I also have a few shortcuts built in, so if it needs to skip from step 4 to step 10, it can. Once you get it working its really easy to add new messages to.

Edited by Grimes

The right man in the wrong place makes all the difference in the world.

Current Projects:  Grayflag ServerScripting Wiki

Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread)

 SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum

Posted
Uhm, I'm not sure there is a physical limit, but I think there is a practical limit. At more than 8 mb mission file size you start to notice the editor becomes slow to respond at times, I'm not sure how its effected in-game. Honestly a hundred triggers probably amount to a single AI group in terms of how much CPU processing is spent on it. Note, this is refers to the mission file within the miz. As triggers start to add up, it becomes a nightmare to debug if something isn't working as its supposed to. You have no idea how annoying it is to overlook a flag value that is off by a single digit.

 

In my mission "On Station" I use a bunch of custom sound files to re-create basic radio communication. Its done via a well defined organization structure where specific words or phrases can only be played under a specific circumstance. In pseudo code:

 

Flag 101 is true, and Flag 20 is true>> Set flag 200, Set flag 11, set flag 12, clear flag 20

Flag 200 is true >> Set Flag 1 (Message Part 1)
Time Since Flag 1 is 1 second  >> Set Flag 2 (message Part 2)
Time Since Flag 1 is 3 second  >> Clear Flag 1, Clear Flag 2, Clear Flag 200 (Message Over)

To play the audio
Flag 1 is True && Flag 11 is True >> Play Audio "file1.ogg", Clear flag 11
Flag 2 is True && Flag 12 is True >> Play Audio "file2.ogg", Clear flag 12

You can do quite alot with it, but its a pain to setup and test. I decided it needed to be a little flexible so I use a single flag value and its own set of sub-logic to switch "who is talking". I also have a few shortcuts built in, so if it needs to skip from step 4 to step 10, it can. Once you get it working its really easy to add new messages to.

 

OHHHHHHHHHH! Grimes! You just gave me a brain storm! Good Info.....but you're right that can really increase file size. If you used a hand full in certain situations it could be very cool!

  • 4 weeks later...
Posted

Sorry to resurrect this, but wouldn't this be easily solved by an 'action' within the Triggers section called "audio time delay" which can be set in seconds.

 

In this way you could set up a Trigger > Condition with Actions of:

 

1. Sound To All ('TargetHit.wav')

2. Audio Time Delay (2 secs)

3. Sound To All ('TargetDestroyed.wav')

4. Audio Time Delay (4 secs)

5. Sound To All ('Defensive.wav')

6. Audio Time Delay (3 secs)

7. Sound To All ('Abort.wav')

 

We could all then use the stock audio snippets in series, and make for much more immersive environments when trying to mimick the radio comms of ground units as they engage, so that us CAS pilots can "hear them" in action.

 

Might not be true to RL, but a damn sight less sterile of an environment.

 

Just a thought.

 

Is there a wishlist thread anywhere for this kind of thing?

[sIGPIC][/sIGPIC]

487th Helicopter Attack Regiment, of the

VVS504 Red Hammers

Posted

Having a predefined audio delay is a good idea. However it assumes the audio messages will always appear in the same sequence at the same time, but its not a huge issue since setting a delay of "0" should be valid value. I really do hope ED adds in more automated AI communication, it greatly helps liven the place up a bit. Sorta like a rug that ties the room together.

 

The bit I dislike of adding lots of cool sounds to a mission is that it attaches all sound files to a mission. It doesn't matter if you have the correct files in the correct location on your game install. So it adds alot to the file size the more you add. Ogg Vorbis compression helps alot.

 

There is a BS Mission Editor wishlist thread, which should still be valid even though BS won't have the WH editor until its patched. I hope ED does some forum re-org to put mission editing into its own general sub-forum of DCS with a main section for just editing discussion and then sub-categories for the respective product.

Linky: http://forums.eagle.ru/showthread.php?t=48950

The right man in the wrong place makes all the difference in the world.

Current Projects:  Grayflag ServerScripting Wiki

Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread)

 SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum

Posted
Also, is it just me or does the keyboard delete and backspace key not actually delete a unit/group/waypoint etc?

 

Nope not just you, I noticed this too. The X icon in the toolbar lets you delete things. Took me a while to notice/remember that..!

  • 3 weeks later...
Posted (edited)
Sorry to resurrect this, but wouldn't this be easily solved by an 'action' within the Triggers section called "audio time delay" which can be set in seconds.

 

In this way you could set up a Trigger > Condition with Actions of:

 

1. Sound To All ('TargetHit.wav')

2. Audio Time Delay (2 secs)

3. Sound To All ('TargetDestroyed.wav')

4. Audio Time Delay (4 secs)

5. Sound To All ('Defensive.wav')

6. Audio Time Delay (3 secs)

7. Sound To All ('Abort.wav')

 

We could all then use the stock audio snippets in series, and make for much more immersive environments when trying to mimick the radio comms of ground units as they engage, so that us CAS pilots can "hear them" in action.

 

Might not be true to RL, but a damn sight less sterile of an environment.

 

Just a thought.

 

Is there a wishlist thread anywhere for this kind of thing?

 

This would be solved better, much better in fact, with a lua function that will play a sound. One could literally build the files in lua and THEN play them. I could then package something like that up then and make it easy to use for everyone...

 

A radio message lua function (and also a ME radio message action), that can be heard in multiplayer, is also very high on the wishlist....

Edited by Speed

Intelligent discourse can only begin with the honest admission of your own fallibility.

Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/

Lua scripts and mods:

MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616

Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979

Now includes remote server administration tools for kicking, banning, loading missions, etc.

Posted

I'm keen to avoid having to learn LUA coding, so whatever works in that general direction for the ME gets my vote. I don't have the time (and therefore the inclination) to learn how to code these days, that was a job a long time ago ;)

[sIGPIC][/sIGPIC]

487th Helicopter Attack Regiment, of the

VVS504 Red Hammers

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