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Thunderbird

AI Real in-game Dialog System [DSAI]

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Yeah, an update would be nice. :thumbsup:

I love this Addon for A1 and want to use it in A2(MP - dedi server).:)

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is there a lot of peepz having problems with this mod not working with CBA???

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is there a lot of peepz having problems with this mod not working with CBA???

Thank god i thought i was the only one. Doesn't work for me either with CBA

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When this addon was first ported, Extended Eventhandlers didn't exist for ArmA II. These days, it does though :-)

The DSAI addon can be made to work with CBA and Extended EventHandlers using the following config.cpp for the "RUG_DSAI.pbo" addon:

class CfgPatches
{
   class RUG_DSAI
   {
       units[] = {};
       weapons[] = {};
       requiredVersion = 1.01;
       requiredAddons[] = {"CAData", "CASounds", "Extended_EventHandlers"};
   };
};

#define RUG_DSAI_EH "_this spawn RUG_DSAI_fAddUnit";

class RUG_DSAI
{
   class Default
   {
       TerminalDistance = 300;
       CycleTime = 10;
       Sides[] = {"UNDEFINED","UNDEFINED","UNDEFINED","UNDEFINED","UNDEFINED"};
       AllowMP = "TRUE"; // must be String
   };
};

class Extended_PreInit_EventHandlers
{
   RUG_DSAI_PreInit="'\RUG_DSAI\RUG_DSAI\' call compile preProcessFile '\RUG_DSAI\RUG_DSAI\DSAI_Init.sqf'";
};

class Extended_Init_EventHandlers
{
   class CAManBase
   {
       RUG_DSAI_Init = RUG_DSAI_EH
   };
};

(The other three addons need no changes, as far as I can tell)

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Best to ask Wolfrug, the original author, for a proper ArmA II release.

This one is missing the readme, both Arab and SLA voices.

Edited by kju

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Thanks @Killswitch, is working with your config.cpp.

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When this addon was first ported, Extended Eventhandlers didn't exist for ArmA II. These days, it does though :-)

The DSAI addon can be made to work with CBA and Extended EventHandlers using the following config.cpp for the "RUG_DSAI.pbo" addon:

class CfgPatches
{
   class RUG_DSAI
   {
       units[] = {};
       weapons[] = {};
       requiredVersion = 1.01;
       requiredAddons[] = {"CAData", "CASounds", "Extended_EventHandlers"};
   };
};

#define RUG_DSAI_EH "_this spawn RUG_DSAI_fAddUnit";

class RUG_DSAI
{
   class Default
   {
       TerminalDistance = 300;
       CycleTime = 10;
       Sides[] = {"UNDEFINED","UNDEFINED","UNDEFINED","UNDEFINED","UNDEFINED"};
       AllowMP = "TRUE"; // must be String
   };
};

class Extended_PreInit_EventHandlers
{
   RUG_DSAI_PreInit="'\RUG_DSAI\RUG_DSAI\' call compile preProcessFile '\RUG_DSAI\RUG_DSAI\DSAI_Init.sqf'";
};

class Extended_Init_EventHandlers
{
   class CAManBase
   {
       RUG_DSAI_Init = RUG_DSAI_EH
   };
};

(The other three addons need no changes, as far as I can tell)

Hi,

please explain how it works. I tried to extract the rug_dsai.pbo with unpbo but i get only a textfile.

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extract rug_dsai.pbo and you get one folder (RUG_DSAI) and one file "config", in config file

replaces all with above^^^ code and pack everything in pbo.

Edited by gulag

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i tryed "with pbo view" i'll unpack it unpack config.cpp text it wont let me copy and paste killswitch config extracted pbo and cpp text just wont let me change it

any help preciated:confused::mad::butbut:

Edited by SuperRat

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Just delete the config.cpp and create a new textfile called config.cpp with the code that killswitch provided. Worked like a charm and now there is some great ambient chatter again! Awesome!

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Hi all,

Sorry for not responding to this, I've been out of the loop for the last few months regarding all things Arma (2). I can happily announce however that I've a fully working and converted and CBA-compatible version of DSAI for Arma 2 waiting on my desktop at home (which I will be able to access sometime next week), which also fixes the lack of certain English voices TB's version had, and which should also come properly signed and keyed. :)

Just thought I'd let you know. Everyone thank TB in the meantime for offering his quick conversion, and for bringing DSAI to Arma 2 before I even owned the game!

Regards,

Wolfrug

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it works well with the tweaked version of killswitch in the acemod. Thanks to continue your great athmospheric work, wolfrug.

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i got it working too with the config fix. I really like this mod. One question in terms of mod order what position should this be? before ACE, CBA, VOP, etc, or after?

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Hi all,

Sorry for not responding to this, I've been out of the loop for the last few months regarding all things Arma (2). I can happily announce however that I've a fully working and converted and CBA-compatible version of DSAI for Arma 2 waiting on my desktop at home (which I will be able to access sometime next week), which also fixes the lack of certain English voices TB's version had, and which should also come properly signed and keyed. :)

Just thought I'd let you know. Everyone thank TB in the meantime for offering his quick conversion, and for bringing DSAI to Arma 2 before I even owned the game!

Regards,

Wolfrug

Awesome mate :)

It's great the DSAI legacy continues, quite a teamwork of people now between the different versions! :D

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