Arma 3
60 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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xray Jun 11 @ 2:17pm 
Russian vdv don't speak russian or the alternative in chernarus DRO.
T!T!  [author] Jun 6 @ 1:41am 
works automaticaly for some factions (see list on bohemia page) or use a game logic on map to force any side talking (see command line above). Read all I have written above and on bohemia page.
xray Jun 5 @ 9:51pm 
For me, seems to only work on cup and vanilla maps. For example, Ai don't have the battle chatter in DRO lingor, but they do in chernarus
T!T!  [author] Jun 3 @ 10:33pm 
and CBA ?
xray Jun 3 @ 1:28pm 
Loaded up the mod. Enabled radio. And there's no ambient voices or battle chatter for ai.
T!T!  [author] Jun 3 @ 1:00pm 
There are any new voices since the beguinning. Don't know what you did...
xray Jun 3 @ 9:38am 
I don't hear any new voices
T!T!  [author] Jun 2 @ 10:43pm 
- To enable radio chat go to addon configuration panel and deselect it, but it's weird with both languages.
- This mod doesn't run for Unsung (It wasn't allowed to import unsung voices)
- This mod runs for Arma3, IFA3 mod and some others mods. See factions list on bohemia forum page.
- Factions determine which voices will be cast automatically and the only possibility to change voices is to overwrite them via mission editor by gamelogic as quoted above.
FriendlyCanadian Jun 2 @ 1:03pm 
does this work with unsung?
Stefann Apr 3 @ 11:18am 
Hello, thanks for this nice mod. Can i somehow enable the default radio chat ? It looks like this mod disables all of the default AI radio voices.