bigbamboo12 0 Posted September 15, 2021 Hi, I saw that it is possible to create an interaction with the AI that opens a window with pre-set text questions to do to the AI that generate pre-set answers, but I don't know how to create it, but it is very interesting as what , does anyone have any information? Share this post Link to post Share on other sites
Maff 250 Posted September 15, 2021 Possibly... Spyder Addons? Share this post Link to post Share on other sites
wogz187 1086 Posted September 16, 2021 It's a relatively simple function, MMF_fnc_conversation={ { _this addAction [(_x #0), { params ["_target", "_caller", "_actionId", "_arguments"]; [(getDir _caller)-180] apply {_target setFormDir _x; _target setDir _x}; private _prompt= _target getVariable ["you_prompt", [""]]; [ [name _caller, (_prompt select _actionID select 1)], [name _target, (_arguments select 0), (_arguments #1)] ] spawn BIS_fnc_EXP_camp_playSubtitles; [_target, _caller] spawn (_arguments #2) },(_this getVariable ["you_dialog", []] select _forEachIndex),9,false, true,"", "alive _target", 3] }forEach (_this getVariable ["you_prompt", []]) }; with a lot of instructions, Spoiler /*======MMF_fnc_conversation======CALL======Add dialog actions to NPCs ===================================instructions=============readme Configure and paste each variable into the speaker unit's init ===================Prompt variable: This determines the player's menu prompt and subtitle display text [["string", "string"]] Array(s) containing 2 strings, a short menu prompt and a long subtitle prompt EXAMPLE: this setVariable ["you_prompt", [ ["MENU Prompt One", "SUBTITLE Prompt One"], ["MENU Prompt Two", "SUBTITLE Prompt Two"] ]]; ==================Dialog (response) variable: This determines the NPC response, delay to respond and spawned code **NOTE: within spawned code "_this" is array with params [speaker, player] [["string", number, {code}]] Array(s) containing 1 response string, delay number and code to spawn (optional) EXAMPLE: this setVariable ["you_dialog", [ ["Response One", 5, {}], ["Response Two (with code)", 5, {systemChat str _this}] ]]; ==================Spawn from unit init this call MMF_fnc_conversation; ==========================examples============================see bottom for supplemental dialog (branching dialog) ===================demo example (see NPC init field) this setVariable ["you_prompt", [ ["Enemy?", "Seen any bad guys creepin' around?"],["Supplies?", "Where's all my shit?"],["More?", "Got anything else to say?"] ]]; this setVariable ["you_dialog", [ ["None...", 5, {}], ["Not my business...", 5, {}], ["Nope...", 5, {systemChat str _this}] ]]; this call MMF_fnc_conversation; ==================simple example this setVariable ["you_prompt", [ ["Greet", "Hello! Nice to see you!"] ]]; this setVariable ["you_dialog", [ ["Nope...", 5, {removeAllActions (_this #0)}] ]]; this call MMF_fnc_conversation; =========================extra=====================Add "Talk" action to initiate conversation and remove when distant (optional) this addAction ["Talk", { params ["_target", "_caller", "_actionId", "_arguments"]; _target removeAction _actionID; _target call MMF_fnc_conversation; [_target, _caller] spawn { waitUntil {sleep 1; if ((_this #0) distance (_this #1)>5) then {removeAllActions (_this #0); true} else {false}} }; },[],0,false, true,"", "alive _target", 3]; /*================================supplemental dialog Spawn from the appropriate response field to initiate multi-line conversation on selected topic dialog_1= { private _caller= (_this select 1); private _target= (_this select 0); sleep 5; [ [name _caller, "This is the player's first line after the initial response"], [name _target, "I see. How about more responses?", 5], [name _caller, "Techinically we could keep this up forever...", 10], [name _target, "Great! Tell me more...", 15] ] spawn BIS_fnc_EXP_camp_playSubtitles; }; ======================================*/ Have fun! 1 Share this post Link to post Share on other sites
bigbamboo12 0 Posted September 16, 2021 Maff it seems this is what i am looking for, i will try, thanks Wogz187 i will also try your suggestion, thanks Share this post Link to post Share on other sites
Gunter Severloh 4056 Posted September 16, 2021 @bigbamboo12 In the future if you have any questions or things your trying to figure out for the ai take a look at my AI compilation list which is pinned in the same section here of the forum https://forums.bohemia.net/forums/topic/165560-ai-compilation-list-of-addonsmodsscripts-threads-for-arma3/ For your AI interaction, there is a section in the list that has a few threads that discuss this too, hope they can shed some more light on the subject, take a look at the AI Chat, Dialogue, Interaction, & Speech under threads in the list. Hope that helps, cheers! 1 Share this post Link to post Share on other sites