Arma 3
Hcoll NPC Dialog
88 件のコメント
KyanPepper 7月14日 9時05分 
@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  [作成者] 7月14日 7時11分 
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 7月13日 16時59分 
can these be used as triggers, i wanna make a task appear after the dialogue finishes?
[THC] Cunamo  [作成者] 4月30日 13時12分 
@mr. remember: we use it on a dedicated, should be fine, just remember that the module runs client side.
KyanPepper 4月30日 9時34分 
Oh my god WHERE WAS THIS ALL MY LIFE!
Mr. Remember 4月29日 17時38分 
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 4月17日 1時12分 
I did do that with multiple times, still didnt work for some reason
[THC] Cunamo  [作成者] 4月17日 1時05分 
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 4月16日 21時07分 
Here, just put a link.
Abstract 4月16日 19時41分 
@Infallible Kitten
I don't understand? where do you want me to post them?
Infallible Kitten 4月16日 19時04分 
@Abstrat, can you post images of your mission folder and how you have the pathing in the module? I also used 512x512 images but I dont think it matters as long as its a power of 2.
Abstract 4月16日 18時39分 
Hello
I'm having trouble with the mugshot override feature, i can't seem to make it use the paa's im using, i don't know why, ive tried using the path to the file and just having the file in the mission folder aswell. both dont work, ive also made sure they are 256x256 paa's
Oscar-101 3月24日 13時53分 
YIPPEE SERVER BIKEY
Oscar-101 3月23日 10時17分 
Bikey^2
Oscar-101 3月20日 20時43分 
I see no Bikey, everything else is there but no keys folder with a Bikey
Oscar-101 3月19日 18時13分 
thank you
[THC] Cunamo  [作成者] 3月19日 12時43分 
Ow and feel free to add me and poke me directly if you encounter an issue. Steam absolutely sucks at informing me of comments here. MadSoloSniper's message is the only one i was notified of and only really today.
[THC] Cunamo  [作成者] 3月19日 12時39分 
should be fixed now, i don't know if the issue will return as i have no idea how it was possible in the first place. my local copy is fine, but once pushed it to the workshop, the PBO file was missing all the .sqf .cpp and .hpp files, all the code files basically.
MadSoloSniper 3月15日 8時54分 
I second the comment of @Molten - getting the same error, thought it was me, let us know when it's sorted. Thanks, love the MOD so far.
Molten 3月15日 7時00分 
I think you might have removed your primary function that runs the mod. That or you removed the executable command that does everything. Since I too am getting: "Script\HCOLL_NpcDialog\functions\fn_NpcDialogTalk.sqf"

Since your latest update.
MATTOS 3月15日 5時06分 
the mod is not working I lost the entire mission designed with dialogue.. I'm waiting for an update... Thank you
Marlboro Man 3月14日 18時52分 
Yeah, the chats no longer pop up
Hatsumi 3月14日 13時10分 
After lastest update the chat no longer pops up with text and now idk what to do for my op tomorrow lol
Dutch 3月14日 8時28分 
Strange error after the latest update.
"Script\HCOLL_NpcDialog\functions\fn_NpcDialogTalk.sqf" not found.
Tried redownloading, no fix. Only mod ran.
[THC] Cunamo  [作成者] 3月13日 13時10分 
@S.Fox.C.Koneko that's an odd one, but i have heard other modders complain about the scheduler becoming bogged down. If that is the case there is not much i can do about that, its an engine problem. But ill see what it could be.

@Oscar-101 ill take a look.
Oscar-101 3月13日 12時36分 
for some odd reason, the Bikey is no longer there, Could you make sure a Bikey is added so that we may use this amazing mod for servers
S.Fox.C.Koneko 3月9日 14時04分 
any idea why it just refuses to activate after an 1-2h of op? it works fine before/start of missions but for when need to it appear near the end it just wont, longer the op goes results in it not working if that makes sense
MecTb_Ka6aHa 2月20日 11時13分 
but no lines in config.cpp about classes.
MecTb_Ka6aHa 2月20日 11時04分 
and this one for recievers:

comment "Do we meet the criteria to recieve this message";
if(typeName _Target == "SIDE") then { if (side player != _Target) then{_InterruptCode = true;}; };
if(typeName _Target == "SCALAR" && !(isNull _PersonTalking)) then { if ((player distance _PersonTalking) > _Target) then{_InterruptCode = true;}; };
if(_Target == "Sync" && !(player in _units)) then {_InterruptCode = true;};
if(!(isNull _PersonTalking)) then {if(!alive _PersonTalking)then{_InterruptCode = true;};};
if(!_activated) then {_InterruptCode = true;};
if(!(call (compile _LineCondition))) then{_InterruptCode = true;};
if(_InterruptCode && !_PassBy) exitWith{};
MecTb_Ka6aHa 2月20日 11時03分 
the proplem in that there is no class info. We have this lines in NpcDialogueTalk.sqf:

comment "Defaulting arguments";
_TargetHolder = (_logic getVariable ["HCOLL_NpcDialog_Target", "all"]);
_Target = "all";
switch (_TargetHolder) do
{
case "WEST": {_Target = west;}; case "west": {_Target = west;}; case "blufor": {_Target = west;};
case "EAST": {_Target = east;}; case "east": {_Target = east;}; case "opfor": {_Target = east;};
case "GUER": {_Target = resistance;}; case "guer": {_Target = resistance;}; case "resistance": {_Target = resistance;}; case "independent": {_Target = resistance;};
case "CIV": {_Target = civilian;}; case "civ": {_Target = civilian;}; case "civilian": {_Target = civilian;};
default {_nmb = parseNumber _TargetHolder; if(_nmb != 0) then {_Target = _nmb;} else {_Target = _TargetHolder;}; };
};
MecTb_Ka6aHa 2月20日 10時49分 
That means that we can't use .ogg file and sounds for only one side.
The other part of the code is used for simple dialogue promt (It has all the classes for each side).
MecTb_Ka6aHa 2月20日 10時43分 
{
property = "HCOLL_NpcDialog_Target";
displayName = "Recievers";
tooltip = "All = all players, side name = players on that side, number = players within that distance of speaker, Sync = synced units";
typeName = "STRING";
defaultValue = """all""";

It doesn't work with opfor side. this part of code doesn't contain any info about side names. Dialog promt works for everyone on the server (for blufor and opfor at the same time) and we cant change it.
Condasoft 2月20日 8時04分 
Our mods should make a baby together.
Infallible Kitten 2月19日 10時56分 
@[KaPuHo4Ka] | MecTb_Ka6aHa thank you.
MecTb_Ka6aHa 2月19日 4時44分 
I think I'll make a Guide about it in Rus\Eng languages about this mod.
I hope the author this mod won't mind.
MecTb_Ka6aHa 2月19日 4時43分 
Btw We call add all our sounds in this description file for all our npcs on a map.
New class - new dialogue:

class taxi_talk_begin1
class taxi_talk_begin2
class taxi_talk_begin3

3 classes - 3 messages from the same NPC (Maybe from different ones, just don't forget to specify in the column "Speaker" the name of the variable that says
MecTb_Ka6aHa 2月19日 4時37分 
@Infallible Kitten That all I got
MecTb_Ka6aHa 2月19日 4時37分 
To begin with we need to create description.ext file with CfgSounds (this file describes all sound classes for our mission).
Let's take a look on my example:

class CfgSounds {
sounds[] = {};

class taxi_talk_begin1 { #Name that we use in scripts on our mission
name="taxi1";
sound[]={"sounds\1.ogg",1,1}; #Path to our sound (we need .ogg for it)
titles[] = {}; #Time for subtitles, sub text
};
class taxi_talk_begin2 {
name="taxi2";
sound[]={"sounds\2.ogg",1,1};
titles[] = {};
};
class taxi_talk_begin3 {
name="taxi2";
sound[]={"sounds\3.ogg",1,1};
titles[] = {};
};
};

If you have all the .ogg files ready in your mission file + description.ext, we use CLASS name only to call it in this mod.

It looks like this:
Path local sound: taxi_talk_begin1 - Npc talks in a small area.
Path radio sound: taxi_talk_begin3 - Npc will talk with a radio on a large distances.
Infallible Kitten 2月18日 18時35分 
@[KaPuHo4Ka] | MecTb_Ka6aHa well tell the rest of the class please
MecTb_Ka6aHa 2月18日 12時03分 
I FOUND HOW TO MAKE IT WORK FFS.
MecTb_Ka6aHa 2月14日 13時44分 
The thing is, that I have Sound1 in Sound file (Sound\Sound1 - path #I was just testing to understand how it works).
But I've added this path to the "Name of local Radio" - no sound.
That's why I don't clearly Understand some of this thing - Does we need CfgSounds for it or is it reall optional.
MecTb_Ka6aHa 2月14日 13時26分 
Good day to you, sir. Can you explain how exactly i need to put path to the ogg sound?
The Royal Rat 2月12日 8時33分 
Broke :(
[THC] Cunamo  [作成者] 2月6日 10時02分 
Ill take a look this weekend at the bug and the key, also feel free to poke me directly. I dont normally get notified of messages here.
Infallible Kitten 1月14日 7時56分 
@Captain Timy We usually have multiple groups of players in multiple locations, will just need to wait for a fix. But at least I know it isn't just me :)
Captain Timy 1月14日 4時54分 
@Infalliable Kitten

I had the same error and a quick workaround is to have the dialog transmit to all
Infallible Kitten 1月12日 18時29分 
I don't believe the distance setting is working correctly. Everytime I apply it I get the following error.

"'...{_InterruptCode = True;}; };
if (_target |#| == "Sync" && !(player in _units)) then {...'
Error Generic Error in Expression
File HCOLL_NpcDialog\functions\fn_NpcDialogTalk.sqf... line 68

I have tried syncing the module to a entity, tried leaving it without. Put in 10 in the Receivers.
Also happens with Simple Dialog
Infallible Kitten 1月11日 20時16分 
Most recent version doesnt have a Key for signed servers.
sixt 1月11日 0時05分 
Love the idea of this mod, please make a key sp we can use on our server... :-)
[THC] Cunamo  [作成者] 2024年12月23日 14時16分 
Im working on some more changes, it will come with a reorganization of the module attributes to make them more organised, this will likely mean modules will have to be double checked, in existing missions, after the update to see if they are still set up properly. I will push this the 30th after the weekend to minimize risk to any christmas OPs.