Arma 3
Hcoll NPC Dialog
88 comentarios
KyanPepper 14 JUL a las 9:05 
@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  [autor] 14 JUL a las 7:11 
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 a las 16:59 
can these be used as triggers, i wanna make a task appear after the dialogue finishes?
[THC] Cunamo  [autor] 30 ABR a las 13:12 
@mr. remember: we use it on a dedicated, should be fine, just remember that the module runs client side.
KyanPepper 30 ABR a las 9:34 
Oh my god WHERE WAS THIS ALL MY LIFE!
Mr. Remember 29 ABR a las 17:38 
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 ABR a las 1:12 
I did do that with multiple times, still didnt work for some reason
[THC] Cunamo  [autor] 17 ABR a las 1:05 
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 ABR a las 21:07 
Here, just put a link.
Abstract 16 ABR a las 19:41 
@Infallible Kitten
I don't understand? where do you want me to post them?
Infallible Kitten 16 ABR a las 19:04 
@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 16 ABR a las 18:39 
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 24 MAR a las 13:53 
YIPPEE SERVER BIKEY
Oscar-101 23 MAR a las 10:17 
Bikey^2
Oscar-101 20 MAR a las 20:43 
I see no Bikey, everything else is there but no keys folder with a Bikey
Oscar-101 19 MAR a las 18:13 
thank you
[THC] Cunamo  [autor] 19 MAR a las 12:43 
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  [autor] 19 MAR a las 12:39 
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 15 MAR a las 8:54 
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 15 MAR a las 7:00 
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 15 MAR a las 5:06 
the mod is not working I lost the entire mission designed with dialogue.. I'm waiting for an update... Thank you
Marlboro Man 14 MAR a las 18:52 
Yeah, the chats no longer pop up
Hatsumi 14 MAR a las 13:10 
After lastest update the chat no longer pops up with text and now idk what to do for my op tomorrow lol
Dutch 14 MAR a las 8:28 
Strange error after the latest update.
"Script\HCOLL_NpcDialog\functions\fn_NpcDialogTalk.sqf" not found.
Tried redownloading, no fix. Only mod ran.
[THC] Cunamo  [autor] 13 MAR a las 13:10 
@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 13 MAR a las 12:36 
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 9 MAR a las 14:04 
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 20 FEB a las 11:13 
but no lines in config.cpp about classes.
MecTb_Ka6aHa 20 FEB a las 11:04 
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 20 FEB a las 11:03 
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 20 FEB a las 10:49 
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 20 FEB a las 10:43 
{
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 20 FEB a las 8:04 
Our mods should make a baby together.
Infallible Kitten 19 FEB a las 10:56 
@[KaPuHo4Ka] | MecTb_Ka6aHa thank you.
MecTb_Ka6aHa 19 FEB a las 4:44 
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 19 FEB a las 4:43 
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 19 FEB a las 4:37 
@Infallible Kitten That all I got
MecTb_Ka6aHa 19 FEB a las 4:37 
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 18 FEB a las 18:35 
@[KaPuHo4Ka] | MecTb_Ka6aHa well tell the rest of the class please
MecTb_Ka6aHa 18 FEB a las 12:03 
I FOUND HOW TO MAKE IT WORK FFS.
MecTb_Ka6aHa 14 FEB a las 13:44 
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 14 FEB a las 13:26 
Good day to you, sir. Can you explain how exactly i need to put path to the ogg sound?
The Royal Rat 12 FEB a las 8:33 
Broke :(
[THC] Cunamo  [autor] 6 FEB a las 10:02 
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 14 ENE a las 7:56 
@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 14 ENE a las 4:54 
@Infalliable Kitten

I had the same error and a quick workaround is to have the dialog transmit to all
Infallible Kitten 12 ENE a las 18:29 
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 11 ENE a las 20:16 
Most recent version doesnt have a Key for signed servers.
sixt 11 ENE a las 0:05 
Love the idea of this mod, please make a key sp we can use on our server... :-)
[THC] Cunamo  [autor] 23 DIC 2024 a las 14:16 
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.