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I'll have a npc talk and just time how long it takes, then add that time into the trigger
I don't understand? where do you want me to post them?
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
Since your latest update.
"Script\HCOLL_NpcDialog\functions\fn_NpcDialogTalk.sqf" not found.
Tried redownloading, no fix. Only mod ran.
@Oscar-101 ill take a look.
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{};
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;}; };
};
The other part of the code is used for simple dialogue promt (It has all the classes for each side).
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.
I hope the author this mod won't mind.
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
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.
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.
I had the same error and a quick workaround is to have the dialog transmit to all
"'...{_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