Arma 3
33 ratings
Data Type: Mod
Mod Type: Sound
File Size
53.403 MB
Jan 30, 2018 @ 3:12am
Dec 31, 2018 @ 4:20am
8 Change Notes ( view )

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Created by:
Sickboy, Wolfrug and mostly helped by 6th Sense & Thunderbird
Palyamerc (whole german's voices pack)
Dystopian1 & Titi

It gives your and the enemies AI a voice beyond the stale radio messages.
This is an old mod coming from Arma 1, improved on Arma 2 and ported on Arma 3.

* Ready made scripts for Dynamic Sound AI that is easily modifiable by the end-user.
* Your AI will shout curses at the enemy, tell you when they're reloading, throwing a grenade, engaging, when they're hurt, fleeing or when they've scored a big kill! And much more.
* Works in both SP, client-side MP and server-side MP
* Features English, Arab, Russian, Spanish and german voices
* Can assign voices to all sides (BLUFOR, OPFOR, Independent, Civilian, SideEnemy)
* Easily activated/deactived by mission makers, addon makers or server admins as required, using global variables and config entries (see below for more information)
* Auto-initialization using CBA (fully CBA compatible)
* Factions Auto detection voices for vanilla, RHS, CUP & IFA. (no need to open mission to add command line but old way works yet see optional below)
* CBA setting to enable or diseable sentences in addon configuration
* No further langage will be added
* Serverkey included

Note: Vanilla CSAT (Persian) , CUP CDG (Czech) & some others are not listed in our factions, you need to use the old way and implement old command line like:
RUG_DSAI_SIDES =["RUG_DSAIArab","RUG_DSAIENG","RUG_DSAIENG","RUG_DSAIArab","RUG_DSAIArab"]; within a gamelogic to force them to talk the langage you want or add for ex this setVariable ["RUG_DSAI_LANG", "RUG_DSAIRUS"]; on leader groups

Included .pbo files:

- Added factions configuration for FOW (not Japan) and Massi's units
- Syntax error corrected in Dsai_loop.sqf (Thanks to Dystopian1)

- Base classes cleaned for RHS and IFA in CfgFactionClasses to evoid inheritance conflic
Thanks to Dystopian1 & Kju

- Added IFA factions configuration. These factions don't need to be configured by mission designer and units speak automatically in any mission
- Bug corrected reload shout

- Commands selection ordered as below
a/ If Rug_dsai_sides array is used in a gamelogic it overrides all languages set by factions default selection.
b/ If a language on a group leader is applied (ex: this setVariable ["RUG_DSAI_LANG", "RUG_DSAIRUS"];), it overrides the language of the group only set by factions default selection.
c/ If any languages have been set by gamelogic or on leader group, the default selection faction runs automatically.
Thanks to Dystopian1

- Fixed the old reload shouts (now sound is heard after AI reload weapon for real)
- Fixed bug in water where Ai were able to talk underwater if they start in and lost theirs voices when exiting it
- Fixed CBA settings to enable or disable sentences in rug dsai addon configuration page in game (now it appears and can be easily changed)
Thanks to LarsAspra & Leopard20

- Added language configuration per factions (vanilla, RHS, CUP). These factions don't need to be configured by mission designer and units speak automatically in any mission
- Added "Disable sentences" CBA setting in "DSAI" category, checked by default
- Optimized much code (init mainly)
- Some scheduled code is replaced with unscheduled counterpart
Thanks to Dystopian1 for these new features

1- Extended delay for sentence "reloading"
2- Generic voices weren't audible

1- Changed eventhandlers command in .cpp
2- Reduced levels of some english sounds
3- Deleted lip files (Credits to Tomolyons for finding the issue, thanks a lot)

1- Reworked base scripts (A2 to A3 and bugs corrected)
2- Deleting entries of missing sounds
3- Adjusted some levels sounds
4- New serverkey

- Optional since v.1.1

To select voices in old way that have to be played in game, create game logic somewhere in your scenario (thanks to Alex840 for MP issue) and put in it's init field the array (example as below):


- You should notice your teammates talking a lot more now (note: only English voices are extensive, the other languages are mostly combat-oriented)

Advanced installation notes on the BIKI page.

How it runs:

Works on SP & MP (others never tested)

Not allowed:

Any commercial use (monetized servers included)


- Community Base addons A3

Bohemia forum page
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Variable Mar 6 @ 11:00am 
Great mod that adds a lot to immersion. Thanks TITI!
Morgan "Giggs" Jan 22 @ 8:12am 
Mate, I don't know if you added a little joke thing or what

I had a AI sneak around a building near me and he made a little giggle noise or something right behind me..

You cheeky fuck... :steamsalty:
PaulyG25 Jan 9 @ 3:22pm 
This will be good, no more quiet creepy AI team mates
T!T!  [author] Jan 4 @ 8:02am 
The aim at first is to replace any previous langage by the ones we want so it's obvious to diseable sentences too to evoid mixed langages. But if someone wants to keep them he has the possibility to do it.
Valken Jan 4 @ 6:12am 
So I was testing this mod and pulling hair out until I realized I had to ENABLE sentences via CBA to hear the AI chat... This should be the default setting so we can hear the new sound effects otherwise the AI is somewhat silent.
HBAOplus Jan 1 @ 4:29am 
Hi @T!T! could you please consider adding project OPFOR and community faction project as compatible factions?
Fluffy GS G5 Dec 25, 2018 @ 7:29am 
Very nice mod, sad that it doesn't work also automaticli with CSAT.
Axebeard Nov 23, 2018 @ 10:17am 
Tried it with Antistasi Armia Krajowa last night, and I hear Germans spouting German so mission accomplished!
T!T!  [author] Nov 23, 2018 @ 3:37am 
English voices are the most expensive language all others are only combat oriented see description's mod
Axebeard Nov 23, 2018 @ 12:00am 
How is this compared to the Unit Voice Overs mod? I think that one only has English audio.