Erwin23p 34 Posted April 15, 2017 Hello, I'm trying to learn the way A3 does conversations, so I took one of their missions and started looking all... well I could get a lot of it but I got lost at some point, with the BIS_fnc_missionConversations and BIS_fnc_kbTell. Well, I know that to use BIS_fnc_missionConversations I need the missionConversations.sqf and to use BIS_fnc_kbTell I need class CfgSentences in Description.ext. but I've seen that in the mission I'm looking there is any trace of cfgSentences, I thought maybe through a .xml, but I didn't see any mentioning or any localize about this. Another example, the function Bis_playAllConversations defined in functions.sqf, directly uses sentences without any trace of a localize or stringtable.xml... Spoiler Bis_playAllConversations = { { hint format["Playing: %1",_x]; _kb = [_x,"Showcase_Helicopters"] call bis_fnc_kbTell; sleep 0.5; hintSilent ""; sleep 2; } forEach [ "01_Intro", "05_In_Heli", "10_Enemy_vehicles_revealed", "15_Enemy_vehicle_destroyed", "20_Enemy_vehicles_destroyed", "25_bombardment_started_while_landing", "30_Mortars_destroyed", "35_Land_at_mike26", "40_Landed_at_mike26", "45_Squad_unloaded", "50_Resuppy", "53_Resupplied", "55_Go_kamino", "60_Mortars_destroyed_kamino", "65_Fly_home", "70_At_Home", "x01_Idle_Getin", "x05_Idle_Getin", "x10_Low_on_ammo", "x15_Enemy_vehicles_near_base_both_alive", "x20_Enemy_vehicles_near_base_one_alive", "x25_Enemy_vehicles_near_base_reported_by_hq", "x30_Bombardment_started_reported_by_hq", "x35_Mortars_detected", "x40_Land_at_mike26_intro", "x45_Land_at_mike26_after_mortars", "x50_Landed_at_camp_rogain" ]; }; I thought from the start that maybe the link with a maybe existing sentence in stringtable.xml (he he, I already have this but maybe misspelled something) is the "Showcase_Helicopter" string, because in BIS_fnc_kbTell, the second argument is: "_this select 1 (Optional): STRING - container name (default: current mission ID)" So, if this is the link with a container in a stringtable.xml how I can do the same thing? Here is my try: (for now it's almost a copy just for learning from the original) missionConversations.sqf: #define BASE Elca_AirBase #define PILOT Elca_player case "INTRO": { sleep 1; ["01_Intro","CTRG_Pilot",nil,"side"] call bis_fnc_kbTell; }; my stringtable container: Spoiler <Container name="01_Intro" audioFilePath="\Audio\ctrg_pilot" dialogName="01_Intro" dubbingLanguage="english" namePrefix="ctrg_pilot_01_Intro" note="" participants="PA O HQ;PA O Player;" situation="mission start; 1st radio conversation on the airfield."> <Key ID="str_elca_ctrg_pilot_01_intro_base_0"> <Original>Firefly-2, deploy Alpha 2-1 at our defense line in Beffort, we are moving the civilians to our improvised camp, bring as many as you can, maintain altitude below 50 meters, over.</Original> <English>Firefly-2, deploy Alpha 2-1 at our defense line in Beffort, we are moving the civilians to our improvised camp, bring as many as you can, maintain altitude below 50 meters, over.</English> <Spanish>Firefly-2, despliega Alfa 2-1 a nuestra línea de defensa en Beffort, estamos moviendo los civiles a nuestro campo improvisado, lleva a tantos como puedas, mantenga altitud inferior a 50 metros, cambio.</Spanish> <French></French> </Key> <Key ID="str_elca_ctrg_pilot_01_intro_pilot_0"> <Original>Roger that, we're leaving here.</Original> <French>Reçú, en part d'ici.</French> <Spanish>Recibido, now vamos de aqui.</Spanish> <English>Roger that, we're leaving here.</English> </Key> </Container> And in some other place, "["INTRO"] spawn BIS_fnc_missionConversations;" but it gives me error: Class "CTRG_Pilot" not found in Cfgsentences. Don't mind about the texts nor the translations, it's not yet finished and it's only for testing :D Share this post Link to post Share on other sites