Arma 3
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Hcoll NPC Dialog
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Data Type: Mod
Mod Type: Mechanics, Sound
File Size
Posted
Updated
3.273 MB
16 Oct, 2022 @ 5:54am
24 Mar @ 10:56am
22 Change Notes ( view )

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Hcoll NPC Dialog

Description
Hermit Collective NPC Dialog

This mod aims to make it easier to have NPCs communicate with players so you can more easily add a story to your OPs. It has the following features:

- Display text in a box at the bottom of the screen
- Set who receives the message based on side, distance from linked object/unit, or only specific players.
- Options for adding a mugshot/avatar image of the unit talking.
- Pre-made mugshots for most used factions, vanilla, GM, SOG, RHS, WW2, civillians, etc.
- Options for adding voice files for local sound that plays from "linked" object/unit.
- Options for adding voice files for radio sound that plays for all receivers.
- Can be linked via variable name to an NPC(unit) or object (like a radio).
- Animates the lips of linked npc.
- Includes a simple version with less features but also less hassle

Setup

Setup is pretty simple, just place the module down, sync it to a trigger, and configure the module settings. If you want the sound to come from a unit or object you will need to give them a variable name and then add that in the module settings.

Settings:
- Receivers: Who will receive this message - All players, players of a side, players in range etc. | simple version does not allow for custom array
- Speaker: OPTIONAL Variable name of the object/unit that the sound will come from
- Name speaker: The name that will be displayed with the text.
- Text: The text to be spoken/displayed
- Duration Multiplier: If duration is set to 0 the time the message is on screen is based on the character length, this multiplier can be used to change how much time every character adds. | Not available for simple version.
- Duration: How long the message is on the screen.
- Colour text: The hex value of the colour of the text that is "spoken". | Not available for simple version, is always white.
- Colour name: The hex value of the colour of the text that is "spoken". | In simple version a drop-down with 6 options.
- Mugshot path: The path to the image you want to use as a mugshot, make sure it's square and a .paa file (look for a tutorial on how to use custom images in arma). The mod comes with many pre-made mugshots, see below for list. | In simple version a drop-down with pre-mades
- Text Align: Set the outlining of the text. | Not available for simple version, is always center.
- Mugshot location: set if the image is left or right in the box, useful if you want to give the idea that 2 NPCs are talking to each other.
- Background path: the background image used, if you want to change it make your image 1024x128.
- Name local sound: Sound to be played from "linked" unit/object. | Not available for simple version.
- Name radio sound: Sound to be played to all receivers. | Not available for simple version.
- Dynamic play: When enabled the radio sound does not play for people within 25 meters of the "linked" unit/object.
- Play chatter: If you don't have sound files you might still want an audio queue for your players, this option will have the module play a random radio background sound with the message.

The new “Follow Up Prompt“ module works mostly like the main dialog module, but acts as a follow up line in the conversations or monologue. It is triggered by a synced main dialog module or another “Follow Up Prompt“ module. They do not do anything on there own and a main dialog module is needed to start the chain of dialog. You can chain “Follow Up Prompt“ module as much as you like, even mixing simple and normal versions.

The “Follow Up Prompt“ module has 2 unique attributes:
Condition - must be true for this follow up line to be triggered.
PassBy - If true this follow up line is simple skipped if the condition is not met, if false the entire conversation will end here if the condition is not met.
88 Comments
KyanPepper 9 hours ago 
@fortnitebotgvk I just time it.
I'll have a npc talk and just time how long it takes, then add that time into the trigger
[THC] Cunamo  [author] 11 hours ago 
Not in the same way as you use a trigger, but there is a code block for code to run after the dialog line is done. There you can run the code directly, or set up a normal trigger to listen to a variable, then set that variable to true. add me if you get stuck on it.
fortnitebotgvk 13 Jul @ 4:59pm 
can these be used as triggers, i wanna make a task appear after the dialogue finishes?
[THC] Cunamo  [author] 30 Apr @ 1:12pm 
@mr. remember: we use it on a dedicated, should be fine, just remember that the module runs client side.
KyanPepper 30 Apr @ 9:34am 
Oh my god WHERE WAS THIS ALL MY LIFE!
Mr. Remember 29 Apr @ 5:38pm 
Having trouble getting this to work on a Dedicated Server. Does anyone have a quick guide or suggestions to get this running on a Multiplayer Server?
Abstract 17 Apr @ 1:12am 
I did do that with multiple times, still didnt work for some reason
[THC] Cunamo  [author] 17 Apr @ 1:05am 
Path is relative to the root folder of the mission, so if you have Mugshot.paa and its in the root folder next to the mission.sqm, then the path in the module should be "Mugshot.paa". Try putting the image on a user texture object or empty whiteboard object, see if the game accepts it in general.
Infallible Kitten 16 Apr @ 9:07pm 
Here, just put a link.
Abstract 16 Apr @ 7:41pm 
@Infallible Kitten
I don't understand? where do you want me to post them?