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BoB install chatter pack

Pat Pattle

SOH-CM-2025
I've put together a test version of the radio chatter pack for the BoB install.

If any test pilots here have a few spare minutes to have a go with it I've uploaded it here:

http://www.mediafire.com/file/1o9xopeev6dinbp/BoB%20install%20Radio%20Chatter%20pack.zip

It's an easy install and 3 test missions are included. If all works ok I'll upload it to SoH

This pack contains stand-alone ai aircraft with chatter effects. Choose them to fly against in QC or use them in missions and you'll hear various radio calls. It's not 100% perfect, you'll hear the same message repeated sometimes or at an odd moment but it's pretty good and adds to the atmosphere. I take no credit for it, it was all put together by Gecko a few years ago.

Thanks, :salute:

Pat
 
I must be crazy-- I'm Not hearing voices.:icon_lol:

Installed everything. Appear to have the effects, wav files, etc. Just no voices.

One thing I found: If I open the large formation scramble and the chattertest missions in Mission Builder, there is a ground formation called b_takeoff which is missing. I can find a b_landing.xml in the facilities folder, but not b_takeoff.

What else should I look about for?
 
Thanks, Clive!

I'm looking forward to trying this. For some reason the radio chatter which worked well in my BoB install stopped working some time ago. I think in my case it was because of mods I mad to the sounds xml - tried to fix it recently, can't see sig differences to the original BoB sounds xml, but no go....

Will have to spend a bit of time looking into it, but maybe this radio chatter pack will hold the answer! I imagine that it links to effects in the aircraft xdps?
cheers
David
 
I think the link has stopped working. It brings up the mediafire webpage, but I didn't see a "DOWNLOAD" button
 
I could hear new radio chatter in quick combat plus 2 of the 3 missions. The only mission where I didn't hear chat was the "Control Tower" mission. I didn't hear either the "Cleared for Takeoff" or "Cleared for Landing"

MC
 
It appears that I've missed a couple of files out of the BoB install, see attached zip. This should give you the working take off chatter.

David - as long as Geckos entries are still in the sound xml it should work. There are also entries in the effects xml too.

Kelly - It should work ok, try selecting the max no. of ai enemy fighter in a QC dogfight mission to fly against. Have you altererd the sounds sliders in the settings tab?


Thanks very much for taking the time to look at this chaps! :salute:
 
It's working now, Pat.
I was apparently missing all but one of the second download of files, which could not have helped...

Cool stuff!

What determines who says what when?
 
What determines who says what when?

It's fiendishly clever, I don't fully understand it but it's all linked to the aircraft damage effects, for example if an ai wingman is hit in his fueltank it calls up another effect which triggers one of a few random messages such as 'I'm hit'.

This is taken from Gecko's original chatter package:

1. When a friendly aircraft is badly damaged, you will hear chatter like: "I'm hit!" or "I'm bailing out!" etc. If the pilot himself is hit, you might hear him scream.
2. When an enemy fighter is firing, (fixed forward guns only) you will hear chatter like: "Watch him!" or "I've got one on me!" etc.
3. When an enemy aircraft is badly damaged, you will hear chatter like: "I got one!" or "Nice shot!" etc.
4. When in an active dogfight with enemy fighters, you will hear all manner of random chatter, ranging from that mentioned above to things like: "I'm starting in! Tally Ho!" or "4 o'clock low!" etc.
None of the above chatter is neccessarily going to refere to the player. For instance, if you hear something like: "You've got one on your tail!" it doesn't always mean the message was for you. It could have been intended to warn somebody else, but it COULD be you, so watch out!
5. It is possible to set up a mission so that you hear ground control clearing your flight for takeoff at the start of a mission, and be cleared for landing as you approach your base after completing your objectives.
6. When in the cockpit view you will hear constant faint radio static as well as your own breathing.
7. When flying an aircraft with multiple crew members, when one of them is hit you may hear him scream.


To use in missions:
Adding Control Tower Chatter:
Build your mission as normal, then:
1. Place the "take_off" vehicle appropriate to the player's nationality on the starting airfield, and set it to drive to a point well away from the field as fast is it will go. The nationality should be set to an enemy nationality. For example if the player flies for Britain, the "b_take_off" vehicle should be used and its nationality set to German.
2. Place a pseudo facility at some point on the player's flight plan well away from the starting airfield. Set up a spawn table that will spawn a "landing" vehicle at the base where the player will land. As above, if the player flies for Britain, the "b_landing" vehicle should be used and its nationality set to German. An example spawn file is included in the package. It can be copied and hand edited as needed, which is probably much easier than making a new one each time.
NOTE: These are not guaranteed to always work. I have about 85% success.

Adding Aircraft Chatter:
After making the mission, you need to hand edit it to make sure you have the right ai versions where you want them.
1. The player's aircraft should always be the standard, non-ai version of the aircraft.
2. All friendly ai aircraft should use the ai_friendly version.
3. All enemy ai aircraft should use the ai enemy_version.

I think it could be improved further by folks more switched on to this sort of thing than I am. For instance the take off/landing message is very clever as its a gun that 'fires' the message at you. If you had guns that only fired one specific message at you in theory you could place them along a route and have ground control vector you onto targets etc. there are suitable messages in BoB2 which could be used or someone would need to make their own.
 
this looks like it might be fun to play with.

I think I might muck about with it; I'll let you all know if I turn up anything useful

Thanks Pat!
 
This pack is great:ernae:
Two questions:
-Do the following lines go in all friendly A/Cs or just the german ones : <Effect Type="Track" EffectName="fx_chatterG" PosX="0.00" PosY="0.00" PosZ="0.00" MinVel="90" MaxVel="100"/>
-Can I use this pack in another game MAW,ETO ?

Thanks for this good work !
 
Two questions:
-Do the following lines go in all friendly A/Cs or just the german ones : <Effect Type="Track" EffectName="fx_chatterG" PosX="0.00" PosY="0.00" PosZ="0.00" MinVel="90" MaxVel="100"/>
-Can I use this pack in another game MAW,ETO ?

They go only in the enemy ai and only if it's a fighter, so for example an enemy Spitfire would have:

<Effect Type="Track" EffectName="fx_chatterG" PosX="0.00" PosY="0.00" PosZ="0.00" MinVel="90" MaxVel="100"/>

or an enemy Bf109 would have:

<Effect Type="Track" EffectName="fx_chatterB" PosX="0.00" PosY="0.00" PosZ="0.00" MinVel="90" MaxVel="100"/>

You have the G in a British enemy ai because it's effects need to create German chatter for you to hear when you're flying against it and vice versa.

For MAW or any other install you'll need all of the above mentioned files.

American chatter can be added in the same way, the voice files are already installed in ETO 1.3 onwards or can be downloaded from here:

http://www.microsoft.com/games/combatfs1/radio_chatter.htm

However if you have more than 2 nationalities it starts to get complicated because you need an ai for every nationality, a Bf109 for fighting against if your RAF and another version for fighting against if your USA. The chatter is activated by using 'A' in the dxp entries rather than 'G' or 'B'

Daniels (Gecko) original files used a different naming system than I have, mine is deliberately simple as it was only for the BoB install (2 nationalities and also so that I could get my head around it! Daniel had 3 nationalities and used this system:

To add radio chatter to more aicraft:
1. Make half-standalones of the aircraft you want to change. Tutorials are availalbe on how to do this if you don't know. I add a suffix to all the new files using the following naming convention:
Underscore following the aircraft name.
1st letter: type of aircraft - fighter_bomber, level_bomber, or tactical_bomber, so f,l, or t.
2nd letter: nationality of the aircraft, so for simplicity, a,b, or g.
3rd letter: alliegence of the aircraft - enemy or friendly, e or f.
4th letter: nationality the aircraft is to be flown against if the 3rd letter is "e", so again, a,b, or g. If the 3rd letter is "f", fill this space with an underscore.
2. In the aircraft's .xdp, set "AllowSpawn" to "N"
3. In aircraft where the 3rd letter of the suffix is "f", add the letter (A, B, or G) that corresponds to the 2nd letter of the suffix every time "fx_airexpl_m" or "fx_airexpl_l" occurs in the Systems section of the .xdp as such "fx_airexplA_m", "fx_airexplB_m," etc.
4. In aircraft where the 3rd letter of the suffix is "e", add the letter (A, B, or G) that corresponds to the 4th letter of the suffix every time "fx_engfire_m", "fx_engfire_l", or "fx_gastank_m" occurs in the Systems section of the .xdp as such "fx_engfireA_m", "fx_engfireB_m," etc. If the aircraft is a fighter, add the following line in the effects section:
<Effect Type="Track" EffectName="fx_chatterA" PosX="0.00" PosY="0.00" PosZ="0.00" MinVel="90" MaxVel="100"/>
If the aircraft is a Bi-plane fighter, the following line will work better than the one above:
<Effect Type="Track" EffectName="fx_chatterA" PosX="0.00" PosY="0.00" PosZ="0.00" MinVel="60" MaxVel="70"/>
with the letter following "fx_chatter" coresponding to the 4th letter of the suffix as above. If there is also an effect called which starts in "fx_shells..." replace the s in shells with the 4th letter of the suffix as above as such: "fx_shellA_s", "fx_shellB_s", etc.

As you can see, quite complicated but very clever!

This is a link to Daniels original pack for those who wish to investigate further:

http://www.mediafire.com/file/tjcv5ubw3j0e32f/Chatter%20Test.zip
 
It appears that I've missed a couple of files out of the BoB install, see attached zip. This should give you the working take off chatter.

David - as long as Geckos entries are still in the sound xml it should work. There are also entries in the effects xml too.

Kelly - It should work ok, try selecting the max no. of ai enemy fighter in a QC dogfight mission to fly against. Have you altererd the sounds sliders in the settings tab?


Thanks very much for taking the time to look at this chaps! :salute:

thanks Pat. I can now hear "Clear for takeoff" and "clear for landing"

cheers
MC
 
what about fighter_bombers like the 110c ?

Not sure to be honest. It's set up for fighters so you'd hear unrealistic chatter for an FB.
It could be done but would need some different voice files.
 
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