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Old 02-08-11, 02:07 PM   #1
TheDarkWraith
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@TDW, thanks for hiding the incomming radio message screen auto popup, that gave me posibillity to change that little MCCD radio message script according to DBSM 1.3, now we have a little delay between sending a status report and getting new orders. At current, only answers from BDU trigger a incomming radio message sound (i changed that sample to incomming "commanders message" (Kommandantenspruch). Say would it be possible to have additional options for the new radio system regarding different sound trigger for different message origins ?
How are you currently triggering the sounds?
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Old 02-08-11, 02:27 PM   #2
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How are you currently triggering the sounds?
ohh, the sub sending part is done using altered MCCD script which is calling a radio sending sound. The trick after it is, just let some animations of that radio guy pass. After that the script give command for sending a status report and the game engine triggers the "new message received" sample, your UI then undertake the popup and all is immersive and nice.
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Old 02-08-11, 02:36 PM   #3
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@Rongel

...question, your Battlestations 1.1 "Baza_FX_Sounds.dsd" shuffels also "Particles.Small_Shell_Water_Impact,2,3,4"... together with "Particles.P04_@Bulet_spark1,2,3,6,8" did you added this ? ...if so, the according entrys in the sdl-file and sounds are missing... could you check this plz
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Old 02-08-11, 02:37 PM   #4
TheDarkWraith
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ohh, the sub sending part is done using altered MCCD script which is calling a radio sending sound. The trick after it is, just let some animations of that radio guy pass. After that the script give command for sending a status report and the game engine triggers the "new message received" sample, your UI then undertake the popup and all is immersive and nice.
The game engine itself generates the messages from Bdu. I, via scripting, generate all the other radio messages. I intercept the game engine's Bdu message and re-route it to my script version so I have control of when it appears. I don't see a way to trigger sounds with my radio messages. It could be done generically using the Menu.PlaySound function but then it wouldn't be in sync with any officer (no lip movements). The sound would come out of thin air basically.
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Old 02-08-11, 02:59 PM   #5
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The game engine itself generates the messages from Bdu. I, via scripting, generate all the other radio messages. I intercept the game engine's Bdu message and re-route it to my script version so I have control of when it appears. I don't see a way to trigger sounds with my radio messages. It could be done generically using the Menu.PlaySound function but then it wouldn't be in sync with any officer (no lip movements). The sound would come out of thin air basically.
ohh i think that isnt a big problem, i dont think that iam sitting all the time next to the radio guy and be a watch dog for his lip`s

...so that means it would be possible, also with different triggers for different origins ??? ...that is nice man, fine !
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Old 02-08-11, 03:10 PM   #6
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ohh i think that isnt a big problem, i dont think that iam sitting all the time next to the radio guy and be a watch dog for his lip`s

...so that means it would be possible, also with different triggers for different origins ??? ...that is nice man, fine !
All that would need to be done is register the sounds with Sh.sdl and to add the Menu.PlaySound function to my functions in my script that make radio messages. Voila.
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Old 02-08-11, 03:29 PM   #7
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All that would need to be done is register the sounds with Sh.sdl and to add the Menu.PlaySound function to my functions in my script that make radio messages. Voila.
ohh yes shure, and after each update (everbody knows TDW UI updates are sooo rare) i have to follow on ???

would be very nice if you could define the names and implement the triggers in your script, so clean nice working updates can keep comming

...if you realy like that i fool with your scripts, and you want to implement it then...
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Old 02-08-11, 03:37 PM   #8
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ohh yes shure, and after each update (everbody knows TDW UI updates are sooo rare) i have to follow on ???

would be very nice if you could define the names and implement the triggers in your script, so clean nice working updates can keep comming

...if you realy like that i fool with your scripts, and you want to implement it then...
what we first need to decide on is updating the Sh.sdl file. What sounds do you want to add? Once we define all sounds needed then we can define the needed entries in Sh.sdl. This way I can update the FX Update mod with the entries and you can update your sound mod with the updated entries. Win-win for both and decreases incompatibilities.
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Old 02-08-11, 03:39 PM   #9
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I think the ideea is very good because the majority use MO and stormys DBSM
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