Arma 3
Hcoll NPC Dialog
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Update: 29 Oct, 2024 @ 11:25am

Bug fix

Update: 29 Oct, 2024 @ 10:43am

Added mission variable "HCOLL_NPCDialog_DialogActive" that will be true while a dialog is running for the active player.
This variable is NOT synced over network, its only true for players that have an active dialog running.

Update: 17 Jul, 2024 @ 2:24pm

Added more robust handeling of side selection for filtering messages,
Old one took:
WEST EAST GUER CIV
New one takes:
WEST west blufor EAST east opfor GUER resistance independent CIV civ civilian

Update: 12 Jul, 2024 @ 9:13am

Fixed issue with mugshot override in follow up lines

Update: 25 Feb, 2024 @ 9:50am

Added dropdown with mugshots to the full version of the module as well and made the manual path an override for it.
Added custom GUI component, mod no longer uses standard bis_fnc_dynamictext. This will allow more options to be added in the future and should improve reliability.

Update: 25 Feb, 2024 @ 4:26am

Changed follow up lines to run synchronusly rather then being seperate calls via the scheduler.

Update: 31 Jan, 2024 @ 12:54pm

Pushing the smae update again because steam workshop seems to have corruped the mod on their end.
Also added new image

Update: 29 Jan, 2024 @ 5:29am

Fixed bugs, added icons and repeating feature, added follow-up module

- Dialog module is no longer disposed after triggering, allowing dialog to be repeated with a repeatable trigger.
- Patched “Recievers“ argument, should work as intended now, I did have to remove the support for arraylists die to scripting limitations, for now.
- Added icons or modules
- Added follow-up module. This module can be chain linked to a dialog prompt to create follow up promts, more info in description.
- The “before“ code is now blocking, meaning the dialog line will not trigger until that code has run
- Fixed some spelling errors, probably added new ones too

New Module: Follow-up

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.

Update: 17 Jan, 2023 @ 8:43am

Added the ability to run code at the start and end of a line of dialog.

Update: 19 Nov, 2022 @ 3:01pm

Changed voice over files to work via CfgSounds from the description.ext, see https://community.bistudio.com/wiki/Description.ext#CfgSounds