Arma 3
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Brief Lives - Episode 6
   
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Data Type: Scenario
Scenario Gameplay: Singleplayer
Scenario Type: Air, Infantry, Vehicles
Scenario Map: Altis
File Size
Posted
Updated
250.910 KB
16 Nov, 2013 @ 6:39am
27 Sep, 2014 @ 5:20am
11 Change Notes ( view )

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Brief Lives - Episode 6

In 1 collection by Se'Kara
Brief Lives
11 items
Description
With the recapturing of the Airbase, humanitarian aid is once again reaching the people of Altis.

A small contingent of NATO peacekeepers are overseeing the distribution of aid with the assistance of local forces.

CSAT forces hold land to the North and East. Much of the Western side of Altis has been liberated - due, in no small part, to the actions of Andros Rhodocanakis and his men.

The commander of the NATO forces has asked you to meet him. See what he wants
14 Comments
Se'Kara  [author] 26 Dec, 2013 @ 6:25pm 
happy to help
PAIN SUFFERER 26 Dec, 2013 @ 6:23pm 
Well that helped. Thanks. =D
Se'Kara  [author] 26 Dec, 2013 @ 5:33pm 
As an example - I have a trigger set to activate after 4 seconds, the condition is StartChat3. In the ON ACT. field there's the following text -

Bastiaan SideChat "It just feels like we've swapped one oppressor for another"; Startchat4 = true

So - 4 seconds after the previous trigger, which ends with StartChat3 = True, this trigger pops and Bastiaan will speak the text.

If you want a civilian to talk, or an opposing npc, you'll want to use GlobalChat, rather than SideChat.

Hope this helps
Se'Kara  [author] 26 Dec, 2013 @ 5:29pm 
Let me be a little less vague - ensure that you have (group this setGroupID ["the name you want to display"]) in each of the people you want to talk's init box and a name in the Name field - set up a small area tigger near the npc you want to talk to and group it to the player - then use (npcname SideChat "what you want them to say") in the activation field of the triggger. You can then set a (Chat1 = true) in the activation field and use Chat1 as the Condition in the next trigger set to activate a few seconds later using the countdown. You can then have them talk by setting up a series of triggers, incrementing the Chat# with each subsequent trigger. NOTE - ignore all the ( ) symbols above, I've included them to make it easier to see what to put in the fields.
Se'Kara  [author] 26 Dec, 2013 @ 5:01pm 
right - exactly what are you asking? How to set up the triggers and get the chat text to display?
PAIN SUFFERER 26 Dec, 2013 @ 4:53pm 
That didn't help me at all.
Se'Kara  [author] 26 Dec, 2013 @ 4:44pm 
PAIN SUFFERER 26 Dec, 2013 @ 12:46am 
How did you make the NPC's talk?
Se'Kara  [author] 23 Dec, 2013 @ 5:03am 
Did the transport take heavy damage? The deliveries can be cancelled if it's disabled at any point.
ThatDudeAgain 20 Dec, 2013 @ 12:25pm 
This one finished without the third town taken care of.