Radio chatter mod questions

grover1

Charter Member
Hi all,

I've got a few questions about the radio chatter mod.

First one is I saw a video on YouTube that I think Gecko produced, but I'm not sure. Has lots of chatter such as "bandits! 1 o clock low" and various chatter like that. I'm just wondering how I could activate those voices?

I've included the link to the video https://www.youtube.com/watch?v=uDaASl0uXOc&t=210s

Second question is I'm trying to set up the American voices and I'm not getting any sort of radio chatter with them?

I've got the effects.xml and sounds.xml files set up to use the American voices, but no voices are playing.

Does anyone have any suggestions why? The British and German voices work flawlessly, but for some reason the American voices aren't working

Thanks
 
Hi Chris, you need to make friendly and enemy ai versions of the aircraft in order to hear the chatter. There is also a line to be added to their xdp files too.

Here's Daniels mods that I put together for the BoB install, there's instructions included for RAF/LW aircraft but the procedure is the same for any nationality (providing that you have the voices and effects set up).


https://www.dropbox.com/s/ws53sloddqad328/BoB install Radio Chatter pack.zip?dl=0
 
So I checked my BoB install/sounds and AFAIK only saw British and German. The ETO sounds.xml has radio\American, radio\American\bandits, and radio\Common, as well as other American ones, but where are those .wav files?
Who did the German voices or were they all from CFS1?
 
So I checked my BoB install/sounds and AFAIK only saw British and German. The ETO sounds.xml has radio\American, radio\American\bandits, and radio\Common, as well as other American ones, but where are those .wav files?
Who did the German voices or were they all from CFS1?
All voices were from CFS1, as far as I'm aware. I downloaded the American voices from another website, but I'd be more than happy to send them to you!
 
Thanks mate. Currently I'm just asking as I couldn't find them. Actually I'm primarily interested in doing stuff for Bomber Command, Nachtjagd, and maybe 8th USAAF and LW. How's programming going at College?
 
I was originally in a geology program, but decided to do my minor in computer sciences. But, because of the collapse in oil prices and I wanted something more economically stable, I'm switching over into something else. Probably some form of engineering or something.

But, the programming is coming slowly but surely. Just need to find the time to actually sit down and do some work.

Although with school right now, it's a matter of when I get free time. Hopefully once the summer comes, I'll have loads more time to work on the new AI.
 
Just FYI my son switched from ME to flight school and then Comp Sc., in which he graduated top of his class and now has a good civilian Comp Sc. job with the Navy. Go into Comp. Sc. if you are any good. BTW which school are u at?
 
Mount Royal University in Alberta. Good school, but I need something more stable. I'm leaning towards law enforcement right now. Good friend of mine is a police officer here and he says I should strongly consider it.

I've a lot of friends like your son. That's good to know though.

Just a quick question for you: is it possible to set up one set of AI chatter equipped aircraft for British voices, one for German, and one for American? I'm just thinking that it is, but I'm not completely sure.
 
Comp Sc very stable and more dosh than policing!

Re ai ac not sure what you mean by "one set" for each of those? From the read me I notice
"For radio chatter to work, two versions of an ai aircraft are required, one a friendly the other an enemy. When used in mission building the mission will require hand editing if the player filght is to contain chatter equipped aircraft."

Are u thinking of something else?
back tomorrow!
 
I was thinking of education, too. Maybe math or something like that?

I'm doing a short set based on what a USAAF 8th Air Force fighter pilot would experience.

Mostly because after such a long period away from mission building, I'm relearning how to do it again.

I want to incorporate all the features I did with BoB (Which I'm still puddling away on) into this brief set.

But, right now the problem is getting the radio chatter mod to play nicely with me
 
Disclaimer: the following might spoil the immersion for some if they learn how the radio chatter effects actually work. If that's you, then move right along, and Santa Claus can still be real for you.:santahat:




That said, there is no Santa and your parents buy the presents at the store, so here's how it works. There are four types of chatter effect:

1. "I'm hit" type chatter, which is tied into the actual damage effects on each aircraft. Use these only on friendly aircraft so that when they take damage, you hear them report it on the radio. This is the only type of chatter friendly aircraft have associated with them. I also added a special scream effect for when the pilots themselves are hit.
2. "I got him" type chatter, which is also tied in with the damage effects just like the previous type. Use these only on enemy aircraft, so that when they take damage, you hear someone on your side excitedly claiming a kill.

3. "He's on my six" or "Watch out" type chatter, which is tied into the "shells" type effect in the effects section of enemy aircraft. It is triggered when they fire, so you hear warnings and cries for help when a friendly is in trouble. Not much purpose in attaching this to friendly aircraft.

4. Anything else you want to add to liven up the radio during a dogfight is tied to a speed triggered effect in the effects section of enemy aircraft. Use this only on enemy fighters. As they are maneuvering they will cross back and forth over the speed threshold and trigger a random radio call. As long as it is something that might be called out at any moment in a dogfight without a specific event attached to it, it fills in the silence nicely. Not so nice when a formation of bombers crosses the threshold all at once or when a friendly crosses the threshold and there is no enemy in sight, so just use it on enemy fighters for best results. Basically your wingmen have really bad R/T discipline and don't specify who they are talking to, and in a big enough fight, when "one o'clock low" is called, chances are there's a bogey at SOMEONE'S one o'clock low, and it could be you. Similar to number 3, when you hear "watch out" a bad guy is firing at SOMEONE, and it may be you, heed the warning.

In the sounds.xml the lists of .wav files that each chatter effect can draw from have a lot of null values. I didn't like how cluttered it sounded when a radio call was triggered every single time one of the above four things happened, so I added the null values to reduce the frequency with which calls are made. Add more for less frequent chatter, take more out for more chatter.

For setting up the languages, you have two options.
1. Create an AI only friendly and enemy version of each aircraft you want chatter associated with for each language you want chatter in. That doesn't mean you have six ai only versions for three languages, as some of those aren't needed, like a friendly version of a Bf 109 using British or American voices. For example, for the 109 you might have:
Friendly - German Voices
Enemy - American Voices
Enemy - British Voices

2. Create only a single friendly and enemy ai only version of the aircraft. Set up your chatter effects generically, to only use a single language, and swap the wav files out and in manually to change languages.

I hope that helps.

Dan
 
Disclaimer: the following might spoil the immersion for some if they learn how the radio chatter effects actually work. If that's you, then move right along, and Santa Claus can still be real for you.:santahat:




That said, there is no Santa and your parents buy the presents at the store, so here's how it works. There are four types of chatter effect:

1. "I'm hit" type chatter, which is tied into the actual damage effects on each aircraft. Use these only on friendly aircraft so that when they take damage, you hear them report it on the radio. This is the only type of chatter friendly aircraft have associated with them. I also added a special scream effect for when the pilots themselves are hit.
2. "I got him" type chatter, which is also tied in with the damage effects just like the previous type. Use these only on enemy aircraft, so that when they take damage, you hear someone on your side excitedly claiming a kill.

3. "He's on my six" or "Watch out" type chatter, which is tied into the "shells" type effect in the effects section of enemy aircraft. It is triggered when they fire, so you hear warnings and cries for help when a friendly is in trouble. Not much purpose in attaching this to friendly aircraft.

4. Anything else you want to add to liven up the radio during a dogfight is tied to a speed triggered effect in the effects section of enemy aircraft. Use this only on enemy fighters. As they are maneuvering they will cross back and forth over the speed threshold and trigger a random radio call. As long as it is something that might be called out at any moment in a dogfight without a specific event attached to it, it fills in the silence nicely. Not so nice when a formation of bombers crosses the threshold all at once or when a friendly crosses the threshold and there is no enemy in sight, so just use it on enemy fighters for best results. Basically your wingmen have really bad R/T discipline and don't specify who they are talking to, and in a big enough fight, when "one o'clock low" is called, chances are there's a bogey at SOMEONE'S one o'clock low, and it could be you. Similar to number 3, when you hear "watch out" a bad guy is firing at SOMEONE, and it may be you, heed the warning.

In the sounds.xml the lists of .wav files that each chatter effect can draw from have a lot of null values. I didn't like how cluttered it sounded when a radio call was triggered every single time one of the above four things happened, so I added the null values to reduce the frequency with which calls are made. Add more for less frequent chatter, take more out for more chatter.

For setting up the languages, you have two options.
1. Create an AI only friendly and enemy version of each aircraft you want chatter associated with for each language you want chatter in. That doesn't mean you have six ai only versions for three languages, as some of those aren't needed, like a friendly version of a Bf 109 using British or American voices. For example, for the 109 you might have:
Friendly - German Voices
Enemy - American Voices
Enemy - British Voices

2. Create only a single friendly and enemy ai only version of the aircraft. Set up your chatter effects generically, to only use a single language, and swap the wav files out and in manually to change languages.

I hope that helps.

Dan
Thanks, Dan! You've answered my questions. For setting up the languages, I'm going to use option 1. Makes the most sense and I'll be able to use that method to possibly add in other effects. I'm thinking we can use the chatter and attach them to ground targets too, but that might be a bit difficult to do. Especially since we've got very little control over what the ground units do. Thanks again
 
So Dan, where are those American voices .wav files which are motioned in the xml? I know Chris got them from online but I haven't found them in any of my installs so far, which I assumed I might as they are mentioned in the xml.
 
James,

I downloaded my radio chatter mods from here: http://www.thefreeflightsite.com/Utilities.htm

There's Italian, Spanish, French, and a few other languages. Might really help us improve the radio chatter further.

Not sure if there are GVP files or not.

Clive,

Do you reckon it's at all possible to integrate these files into our radio chatter mod?
 
Hi grover1,

In Charlie's 1940 package there are specific wav files with self-explanatory names like "theregoesmeengine.wav", "bloodonmysuit.wav" and "holy****.wav" - no just kidding on the last one.
 
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