foxtrot1787 10 Posted December 15, 2013 Hi guys Again since the update. my conversation.sqf script only shows for the player who enables the trigger. code below: chat true; player sideChat "Charlie 1. This is Bravo 2. No Sign of the intel but we have Found a Map indicating another outpost close by. How should We proceed?. Over"; sleep 4; Command sideChat "Bravo 2 This is Charlie 1. Proceed to the Next Outpost If possible. Confirm Over"; sleep 4; player sideChat "Charile 1 Not a Problem. Bravo Out"; sleep 5; showChat false; Share this post Link to post Share on other sites
anthonyfromtheuk 6 Posted December 15, 2013 Who else do you want to see it? ---------- Post added at 23:47 ---------- Previous post was at 23:40 ---------- Have a look at this Example Mission you define who speaks to who. Share this post Link to post Share on other sites
foxtrot1787 10 Posted December 16, 2013 Who else do you want to see it?---------- Post added at 23:47 ---------- Previous post was at 23:40 ---------- Have a look at this Example Mission you define who speaks to who. I want the players on my team in co-op mission to see the conversation. Whoever activates the trigger is the only person who can see the conversation. Share this post Link to post Share on other sites
Qbz 10 Posted December 16, 2013 Please give me a link, to show how this is done. I have so far used the triggers to show a text from 9'r, pretending its the coms... it works.. sure.. but having it in the chat log.. would be well.. more nice. ;) ---------- Post added at 20:26 ---------- Previous post was at 20:22 ---------- Please give me a link, to show how this is done. I have so far used the triggers to show a text from 9'r, pretending its the coms... it works.. sure.. but having it in the chat log.. would be well.. more nice. ;) Share this post Link to post Share on other sites
foxtrot1787 10 Posted December 17, 2013 I want the players on my team in co-op mission to see the conversation. Whoever activates the trigger is the only person who can see the conversation. i want all players to see the conversation not just the person who activates the trigger Share this post Link to post Share on other sites
Qbz 10 Posted December 18, 2013 Hello? Could anyone explain how to add a conversation at all :) Would greatly appriciate it Share this post Link to post Share on other sites
legio4777 12 Posted December 18, 2013 I had the same problem. You have different ways. In this mission you have a pretty good example. Have a look. http://steamcommunity.com/sharedfiles/filedetails/?id=171174718&searchtext=Operation+Nightmare Share this post Link to post Share on other sites
foxtrot1787 10 Posted December 21, 2013 I had the same problem. You have different ways.In this mission you have a pretty good example. Have a look. http://steamcommunity.com/sharedfiles/filedetails/?id=171174718&searchtext=Operation+Nightmare iv had a look at this its setup the same way as my mission. The problem i have is when this conversion is call via a trigger; chat true; player sideChat "Charlie 1. This is Bravo 2. No Sign of the intel but we have Found a Map indicating another outpost close by. How should We proceed?. Over"; sleep 4; Command sideChat "Bravo 2 This is Charlie 1. Proceed to the Next Outpost If possible. Confirm Over"; sleep 4; player sideChat "Charile 1 Not a Problem. Bravo Out"; sleep 5; showChat false; only the player who activated the trigger in multiplayer can see it Share this post Link to post Share on other sites
legio4777 12 Posted December 23, 2013 only the player who activated the trigger in multiplayer can see it Not if they are grouped, or you use instead playerside chat, global chat command Share this post Link to post Share on other sites
bangabob 45 Posted December 23, 2013 Put this in your Init.sqf //ENABLE GLOBAL SIDECHAT PAPABEAR=[(side player),"HQ"]; "GlobalSideChat" addPublicVariableEventHandler { private ["_GHint"]; _GHint = _this select 1; PAPABEAR sideChat _GHint; }; In your chat script _sidechatHint = "Charlie 1. This is Bravo 2. No Sign of the intel but we have Found a Map indicating another outpost close by. How should We proceed?. Over"; PAPABEAR sideChat _sidechatHint; GlobalSideChat = _sidechatHint; publicVariable "GlobalSideChat"; sleep 4; _sidechatHint = "Bravo 2 This is Charlie 1. Proceed to the Next Outpost If possible. Confirm Over";; PAPABEAR sideChat _sidechatHint; GlobalSideChat = _sidechatHint; publicVariable "GlobalSideChat"; sleep 4; _sidechatHint = "Charile 1 Not a Problem. Bravo Out"; PAPABEAR sideChat _sidechatHint; GlobalSideChat = _sidechatHint; publicVariable "GlobalSideChat"; Share this post Link to post Share on other sites