OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Loup-Garou on 09 Nov 2003, 19:17:27
-
I know that feminine voices exist because they are used by feminine units which are "played" by the computer... but I can't select one for the player (in the "description.ext" file) because they don't appear in the speakers list (in the "Player" section of the game menu ??? Can anyone help ? ;D
-
no deres no feminininininine (Arghh......... my head hurts) voices in OFP :-X
if u choose 2 have woman unit on in ur group itll speak as male (even tho lil high pitched) nd hear wat it does wen it gets shot :o ;D
but if u wait som taam (prooly lot of taam) we (da EC - www.everoncartel.com) will make som female voices 4 da game ;D
LCD OUT
-
I actually have a complete set of female voices for OFP on my hard drive.
But as LCD said.. we have been working on other projects for the last little while, but these projects should be completed very soon and then I'll probably start to make a voice pack out of em with LCD's help ;)
:cheers:
-
Thank you to all of us. But, I noticed that feminine voices REALLY exist, in the following case : choose a woman for the player, and another woman as a team member (link them with F2, of course). When you give an order to the woman you play, she will reply with a feminine voice ! (note : I use Ofp v 1.91). Women have male voice when you change their side (I changed it to resistance; see the trick with the officer : "deleteVehicle this+F2")
-
They are just the standard OFP male voices with the pitch raised, I would not really call them feminine.
You can do the same using CfgIdentities class in description.ext with a raised value for pitch. Doing it via the description should allow you to assign the higher pitched voices along with more suitable names and faces, to actual combat units rather than just Civs.
@Kaliyuga
Did you plan on replacing the original voice sounds or adding brand new voices? I wondered if it was possible to create new identities, in your own style without having to use OFP's default voice samples and associated text, for commands?
Cheers
-
Did you plan on replacing the original voice sounds or adding brand new voices? I wondered if it was possible to create new identities, in your own style without having to use OFP's default voice samples and associated text, for commands?
addoing new voices :o ;D 8)
u can create new identites - look @ da redhammer expansion (if u got dat) w/ da russians ;D
LCD OUT
-
Good point about Red Hammer :)
So I guess you can do this in a confing.cpp:
class CfgVoice
{
   class Aleksei
   {
      variants[]= {0.950000,1.000000,1.050000};
      directories[]= {"\VoiceRH\Aleksei\","Rob\"};
      name="Aleksei";
   };
.
.
.
.
};
And:
class CfgWorlds
{
   class East
   {
      class Soldiers
      {
         class TimofeiProdunov
         {
            speaker="Oleg";
         };
.
.
.
.
};
It's the class RadioProtocol I was interested in. But thats in Resource.cpp :(
Thanks
-
Good point about Red Hammer
i discovered dat ;) 8)
i rule ;D
nd i think i figured it out (but i didnt try yet so i know ill have 2 change ma world view in 180 degrees 1ce im workin on dat ::))
so u got ny qs ? ;)
LCD OUT
-
I finally used this trick : speaker = "Peter", pitch = 1.3. It's better than nothing. ;)