OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Krieg on 19 Feb 2010, 09:37:10

Title: A question about "say" command.
Post by: Krieg on 19 Feb 2010, 09:37:10
I am using following variation (http://www.ofpec.com/COMREF/index.php?action=details&id=278&game=All) of say command. But, as always, it didn't work.

I defined sounds I want unit to say in description.ext, I am sure that they are defined well because they work with normal playSound command.

Is there any way to fix this?

Thanks,
Krieg
Title: Re: A question about "say" command.
Post by: h- on 19 Feb 2010, 11:22:13
Are your sounds defined under CfgSounds?
Title: Re: A question about "say" command.
Post by: Krieg on 19 Feb 2010, 12:00:39
Yes, they are.
Title: Re: A question about "say" command.
Post by: h- on 19 Feb 2010, 12:36:10
Works fine here for my test sound so it might be that your sounds are in the wrong format :dunno:
Title: Re: A question about "say" command.
Post by: Krieg on 19 Feb 2010, 12:40:05
I'll try again, maybe I wrote something wrong, since my sounds are in .ogg.
Thanks for the replies, though! :good:
Title: Re: A question about "say" command.
Post by: h- on 19 Feb 2010, 13:09:38
ogg is fine, it probably just needs to be mono, 44.1khz and 16bit.
Title: Re: A question about "say" command.
Post by: Clayborne on 19 Feb 2010, 14:02:06
This sounds silly, but have you tried restarting OFP? I have had this same problem, including being able to playSound but not Say, and for some reason restarting the game helped.
Title: Re: A question about "say" command.
Post by: RKurtzDmitriyev on 19 Feb 2010, 17:26:24
Indeed, those sound commands seem to be extremely temperamental.

I couldn't get my custom sounds in Village Depacification to work at first. Whereas most editors defined the text to be displayed with sounds in description.ext, I though I would save time by leaving those portions blank and used the scripted sideChat commands that I had written much earlier. Some (but bizarrely, not all) sounds would not work until I cut out the sideChat and defined the text in description.ext in the normal way.

If you can't get sound to work, I recommend a line-by-line comparison with any mission with working custom sounds.
Title: Re: A question about "say" command.
Post by: Krieg on 19 Feb 2010, 18:37:36
It worked out after restart, thanks.
But apparently, characters still like to keep their mouths shut.

Anyways, thanks!