Arma 3
Hcoll NPC Dialog
댓글 88
KyanPepper 2025년 7월 14일 오전 9시 05분 
@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  [작성자] 2025년 7월 14일 오전 7시 11분 
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 2025년 7월 13일 오후 4시 59분 
can these be used as triggers, i wanna make a task appear after the dialogue finishes?
[THC] Cunamo  [작성자] 2025년 4월 30일 오후 1시 12분 
@mr. remember: we use it on a dedicated, should be fine, just remember that the module runs client side.
KyanPepper 2025년 4월 30일 오전 9시 34분 
Oh my god WHERE WAS THIS ALL MY LIFE!
Mr. Remember 2025년 4월 29일 오후 5시 38분 
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 2025년 4월 17일 오전 1시 12분 
I did do that with multiple times, still didnt work for some reason
[THC] Cunamo  [작성자] 2025년 4월 17일 오전 1시 05분 
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 2025년 4월 16일 오후 9시 07분 
Here, just put a link.
Abstract 2025년 4월 16일 오후 7시 41분 
@Infallible Kitten
I don't understand? where do you want me to post them?
Infallible Kitten 2025년 4월 16일 오후 7시 04분 
@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 2025년 4월 16일 오후 6시 39분 
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 2025년 3월 24일 오후 1시 53분 
YIPPEE SERVER BIKEY
Oscar-101 2025년 3월 23일 오전 10시 17분 
Bikey^2
Oscar-101 2025년 3월 20일 오후 8시 43분 
I see no Bikey, everything else is there but no keys folder with a Bikey
Oscar-101 2025년 3월 19일 오후 6시 13분 
thank you
[THC] Cunamo  [작성자] 2025년 3월 19일 오후 12시 43분 
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  [작성자] 2025년 3월 19일 오후 12시 39분 
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 2025년 3월 15일 오전 8시 54분 
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 2025년 3월 15일 오전 7시 00분 
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 2025년 3월 15일 오전 5시 06분 
the mod is not working I lost the entire mission designed with dialogue.. I'm waiting for an update... Thank you
Marlboro Man 2025년 3월 14일 오후 6시 52분 
Yeah, the chats no longer pop up
Hatsumi 2025년 3월 14일 오후 1시 10분 
After lastest update the chat no longer pops up with text and now idk what to do for my op tomorrow lol
Dutch 2025년 3월 14일 오전 8시 28분 
Strange error after the latest update.
"Script\HCOLL_NpcDialog\functions\fn_NpcDialogTalk.sqf" not found.
Tried redownloading, no fix. Only mod ran.
[THC] Cunamo  [작성자] 2025년 3월 13일 오후 1시 10분 
@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 2025년 3월 13일 오후 12시 36분 
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 2025년 3월 9일 오후 2시 04분 
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 2025년 2월 20일 오전 11시 13분 
but no lines in config.cpp about classes.
MecTb_Ka6aHa 2025년 2월 20일 오전 11시 04분 
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 2025년 2월 20일 오전 11시 03분 
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 2025년 2월 20일 오전 10시 49분 
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 2025년 2월 20일 오전 10시 43분 
{
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 2025년 2월 20일 오전 8시 04분 
Our mods should make a baby together.
Infallible Kitten 2025년 2월 19일 오전 10시 56분 
@[KaPuHo4Ka] | MecTb_Ka6aHa thank you.
MecTb_Ka6aHa 2025년 2월 19일 오전 4시 44분 
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 2025년 2월 19일 오전 4시 43분 
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 2025년 2월 19일 오전 4시 37분 
@Infallible Kitten That all I got
MecTb_Ka6aHa 2025년 2월 19일 오전 4시 37분 
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 2025년 2월 18일 오후 6시 35분 
@[KaPuHo4Ka] | MecTb_Ka6aHa well tell the rest of the class please
MecTb_Ka6aHa 2025년 2월 18일 오후 12시 03분 
I FOUND HOW TO MAKE IT WORK FFS.
MecTb_Ka6aHa 2025년 2월 14일 오후 1시 44분 
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 2025년 2월 14일 오후 1시 26분 
Good day to you, sir. Can you explain how exactly i need to put path to the ogg sound?
The Royal Rat 2025년 2월 12일 오전 8시 33분 
Broke :(
[THC] Cunamo  [작성자] 2025년 2월 6일 오전 10시 02분 
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 2025년 1월 14일 오전 7시 56분 
@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 2025년 1월 14일 오전 4시 54분 
@Infalliable Kitten

I had the same error and a quick workaround is to have the dialog transmit to all
Infallible Kitten 2025년 1월 12일 오후 6시 29분 
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 2025년 1월 11일 오후 8시 16분 
Most recent version doesnt have a Key for signed servers.
sixt 2025년 1월 11일 오전 12시 05분 
Love the idea of this mod, please make a key sp we can use on our server... :-)
[THC] Cunamo  [작성자] 2024년 12월 23일 오후 2시 16분 
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.