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foxtrot1787

Conversation.sqf

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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;

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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.

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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. ;)

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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

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Hello? Could anyone explain how to add a conversation at all :)

Would greatly appriciate it

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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

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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

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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";

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