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gstar

civillian conversation feature

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Something I noticed - Not sure if it was after I patched Arma2 or installed OA, but it seems I can't question civillians any longer in arma2. They also no longer comunicate with each other. Am I missing something? Has this feature been removed? I have searchd the forum with no results, so I'm starting to think it's just me.

** I experimented a little more and found that If I load arma2 patched stand alone the feature works, so it looks like th OA install took it away for the ARMA2 maps. It does work if I load any of the new OA maps. Maybe this post should be moved, since this may be a bug? I apologize in advance if it just my setup.

Edited by gstar
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Yeah since OA has new speech protocols I think it messes vanilla ArmA2 up. When BIS said OA to be backwards compatable with ArmA2, I guess they didnt mean "fully" backwards compatable.

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Yeah. In OA, you cannot communicate with females (breaks the law, I guess) and you cannot fully interact with males if you are BLUFOR. Civilians interact with each other, though.

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You know what I love about this game? I spend more time trying to get things to work than I do playing LOL. Not complaining I really like a challenge.

And this is the nature of this game if you plan on doing stuff in the editor or downloading addons and mods. I've been a fan of this series since Operation Flashpoint and I wish I could have back all those hours I spent editing and tweaking. Anyway, I wonder if any of the scripting gurus may know a work around, unless of course it can get fixed in the next patch?;)

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I just think they should get rid of the system, or at the least make it into a module... If there is one thing I never understood with ARMA 2 it is the NPC conversation system, I have never ever found it useful.

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I just think they should get rid of the system, or at the least make it into a module... If there is one thing I never understood with ARMA 2 it is the NPC conversation system, I have never ever found it useful.

Well im always interested in a weather forecast.. :p

Seriously though, i think it was ment as a base for the converstion system which in itself is a pretty nice feature and can be made quite dynamic. However outside of Red Harvest i havent really seen it used.

Its also quite difficult to do, i never had the patience to fully figure it out.

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Conversations are actually kinda cool... BTW you can talk to women civs if you are a civ yourself... except the problem is they are NEVER right at predicting the weather! Basic weather, yes, weather module, no.

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The conversation system is pretty powerful and a great toolset for a scripter in the know, but I personally find it way to complex/confusing to use.

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Conversations are actually kinda cool... BTW you can talk to women civs if you are a civ yourself... except the problem is they are NEVER right at predicting the weather! Basic weather, yes, weather module, no.

The real question you should ask them is why they are tramping around outside unescorted. Shameful.

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BIS really needs to fix this.

I enjoyed it when civilians were telling me about enemy movements in the area. Now it's completely broken.

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BIS really needs to fix this.

I enjoyed it when civilians were telling me about enemy movements in the area. Now it's completely broken.

I hope they fix it - since I did pay for it $. And that's exactly why I wanted it. To use it in some future random missions I was going to build where civillians were going to report enemy positions. As clunky as this feature is, I see alot of potential. I hope as this series goes on they continue to improve civilian

and AI interactions It really adds to game immersion and realism in my opinion.

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BIS really needs to fix this.

I enjoyed it when civilians were telling me about enemy movements in the area. Now it's completely broken.

Oh yeah "I saw a west man, just here,just now" was really useful. I say it was good they removed it since it was more of a joke than a real feature. I was never able to decipher what they were trying to tell me.

It is intended for mission makers and that's were it is better used.

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Actually they were saying stuff like "I saw sniper just west of here" and there is nothing to decipher - it's clear

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I'd like it if you could make a specific character speak more than 1 language... a translator would come in handy.

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I'd like it if you could make a specific character speak more than 1 language... a translator would come in handy.

Most special forces classes in ArmA 2 could speak the native language.

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I think the character Graves (Undercover) as well as Cooper can speak native.

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Is there anything like an initialization parameter that can be set to make a person able to speak the local language in the editor? (Something that you could just put in like "this setCanSpeakLocalLanguage true" or such...)

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Is there anything like an initialization parameter that can be set to make a person able to speak the local language in the editor? (Something that you could just put in like "this setCanSpeakLocalLanguage true" or such...)

Great! You're imaginative.

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Is there anything like an initialization parameter that can be set to make a person able to speak the local language in the editor? (Something that you could just put in like "this setCanSpeakLocalLanguage true" or such...)

Doubtful, its probably a config setting.

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