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#3083033 - 08/29/10 04:34 PM Multilingual soldiers
gatordev Offline
Member

Registered: 09/30/06
Posts: 261
I've tried asking this over at the BIS forums but haven't received a response and thought maybe someone like Fatty might know the answer...

Is there a way to make a unit in the editor able to speak whatever the local language is when interacting w/ other units. For example, the FR units can speak Chenarussian but can't speak Taki. Is there something I can edit/set to make them understand a particular language?

As of right now, I have a Tier One unit (which is a great addon, BTW) that doesn't speak local Taki, he just says "Uh, what?" Any way I can set him to speaka the language?

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#3083045 - 08/29/10 04:55 PM Re: Multilingual soldiers [Re: gatordev]
fatty Offline
ArmA2 Mission Designer
Senior Member

Registered: 07/04/07
Posts: 2924
Loc: Halifax, NS, Canada
Just a guess, but try using CfgIdentities to set up an identity with a voice Male01EN. I believe the Male**EN voices are for US units in OA, so they may be able to converse in Takistani. Read also about setIdentity.

I use a similar method to get Chernarussian civilians to speak Takistani. Here is a thread that may help:

http://forums.bistudio.com/showthread.php?t=92992

You would have to live with having all of your units have identical faces/voices, otherwise you'd have to create unique identities for each one.

Another option would be to just disable conversations with {_x setVariable ["BIS_noCoreConversations",true];} forEach allUnits;
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#3083652 - 08/30/10 03:30 PM Re: Multilingual soldiers [Re: gatordev]
gatordev Offline
Member

Registered: 09/30/06
Posts: 261
Hmm, okay, this might be more complicated than I care to play with, but thanks for the pointers. I'll have to read up, like you said. I was hoping it might be a little easier since I don't know much about description.ext files.

Regardless, thanks Fatty. Appreciate the response.

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