Arma 3
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STALKER VOICES FOR AI
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Data Type: Mod
Mod Type: Character, Sound
File Size
Posted
Updated
31.724 MB
Feb 22, 2018 @ 12:48pm
May 11 @ 6:17am
16 Change Notes ( view )

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STALKER VOICES FOR AI

Description
STALKER VOICES FOR AI UNITS
(32Mb, signed, +key, SP/MP, Plug&Play)


DESCRIPTION:
This addon bulds its own event and state system for Units and Groups. Depending unit activity addon will activate Combat Phrases taken from the original games STALKER: Shadow of Chornobyl and STALKER Clear Sky. There are only neutral voice-lines suitable for regular ARMA missions - reactions to enemy spotted, friendly down, healing, grenades, fleeing, etc, ... no radiation, anomalies and arfefacts.

COMPATIBILITY:
  • Single-player Campaign
  • Single-player Custom Scenarios
  • Multiplayer Hosted
  • Multiplayer Dedicated

CBA_A3
(suggested but not necessary) - adds faction and language options to main menu. If you want to change language settings on Dedicated Server, you have to #login as admin. CBA_A3 should be loaded on both server and local machine.

ADDON FEATURES:
  • Voice-lines are played only on AI units (even when group leader is Player)
  • No word about anomalies, artifacts or radiation. Only combat and neutral phrases.
  • This addon doesn't replace or modify any files
  • Select Faction Voice Set for any Arma III Faction [available on Single-player or Server side]
  • Select Language for each Side/Faction (Ukrainian is by default) [available on Single-player or Server side]
  • Additional settings to control Vanilla chatter and talks (useful if you want to hear original scenario radio chatter and talks)
  • Every phrase activated on unit is played on all connected machines and server (if not dedicated)

FACTIONS AVAILABLE:
  • MILITARY (default for WEST)
  • FREEDOM (default for EAST)
  • BANDITS (default for RESISTANCE)
  • STALKERS (default for CIVILIAN)
  • NONE (if selected for SIDE as Faction, this side will be excluded from this addon system)

With Addon Options you can assign any Faction to any Arma3 Side.

THREE SEPARATE SYSTEMS:
  1. Personal - Individual actions of unit like throwing a grenade, getting hit, killed another unit, getting shot from a friendly unit etc.
  2. Group - Voice-lines that will be activated only on Group Leaders (but not if leader is Player): Group has spotted an enemy, one of group members was killed, group movement speed is changed, etc.
  3. Random idle - A set of Voice-lines for idle state, when units stand still on positions or casually walk to next waypoint.

To customize factions you want to be affected by this mod just add this line to your mission InitServer / Init:
missionNamespace setVariable ["FGSVsides",[RESISTANCE,WEST,EAST,CIVILIAN]];
This variable is used on start only if CBA_A3 not loaded. Otherwise addon options applied.

INSTALLING:
Simply subscribe to this addon and activate it in your launcher when starting the game. You dont have to edit or rebuild you mission files to hear something new from AI.
If CBA_A3 mod is also activated you can find addon setting for language and factions in addon options.

FOR SP
launch any SP mission and AI units will be affected by this addon. You dont need any script or option change.

FOR SERVER AND MP
it is recomended to add this mod as a serverside mod and put the Key in keys dirrectory, so people without this mod can still join and play. "STALKER VOICES FOR AI" will be in "Suggested but not nessessary" addons.

Launch it like:
"-servermod=path\to\addon\@FGSV;" + FGSV.bikey in "keys" folder on server.

FOR PLAYERS IN MP
with this addon you can join only those servers where this addon is alowed (FGSV.bikey file in server "keys" folder)

TESTED in SP APEX PROTOCOL mission and on Dedicated MP Server

TODO:
  • optional voices for Player unit
  • Clear Sky Faction
  • Dolg Faction
  • Newbie Faction
  • reaction to Players

Thanks to:
  • BIS for Arma3
  • GSC Game World for S.T.A.L.K.E.R.
  • Arma community for support
  • my wife for patience :)

All content that has been made by GSC Game World included with this distribution, unless declared otherwise, is commercial GSC Game World property.

This work is licensed under
ARMA PUBLIC LICENSE SHARE ALIKE
[www.bohemia.net]
Popular Discussions View All (3)
8
Nov 20, 2018 @ 9:30am
PINNED: IDEAS & SUGGESTIONS
Forrest_Gump
3
15 hours ago
PINNED: BUGS & ERRORS
Forrest_Gump
114 Comments
Forrest_Gump  [author] 15 hours ago 
@AlanKvA what other mods do you use with Antistasi Ultimate?
Forrest_Gump  [author] 16 hours ago 
@AlanKvA currently playing on my dedicated server Antistasi Ultimate for test and update and i'll check what you say. you mean loot gathering into lootbox and lootbox placing to vehicle as cargo? didn't noticed that. will test
AlanKvA May 15 @ 12:19pm 
PS. The situation happens In Dedicated Server, mod active in Dedicated and Clients.
AlanKvA May 15 @ 12:18pm 
Hi @Forrest_Gump, awesome mod you make! I put it together with the Antitasi Ultimate mod and for some reason, after about 30 minutes of gameplay, your mod slowed down the loot box and shortly after the loot box the system for placing the loot box inside vehicles stopped working. Do you know anything about this to fix compatibility with Antitasi Ultimate? I isolate your mod and only happens when active. Thanks.
[9RT]V®M®F® May 7 @ 11:41am 
ааахаахахахахахахахахххаааааааааа)))))))))
Hanss May 1 @ 2:12am 
Great, it's strange that I hadn't noticed your work before (I love "Stalkers"), thanks!
friscogayon1982 Nov 4, 2023 @ 2:10pm 
@ FOREST what sound mod you used?
JulzPlays Sep 8, 2023 @ 5:27pm 
Forrest this mod is awesome!
I was wondering if I can use your mod as a base to build an australian ai voice mod?
Forrest_Gump  [author] Jun 15, 2023 @ 3:38am 
@honger this function deletes unit from array on it's death and clears all assigned eventHandlers but if unit is still alive some idle sounds that are amaged in on Group level still can be present. This function was not designed to exclude unit from making sounds, but mb i can make something like that later
honger Jun 8, 2023 @ 10:32am 
as the sounds seem to be created on every (every) unit, will dropping "[this] call FGSV_fnc_clearUnit;" in unit's init disable the voices for it or do I need more tweaking?