jakerod 254 Posted August 3, 2009 Is there a way to make an entire discussion occur in one trigger? Ex. After the town is clear Alpha: Good job Bravo! Bravo: Thanks Alpha you too! Alpha: You guys got all the kills. Bravo: No thats not true I saw you guys get 1. I normally have to set it up so the one trigger trips the first one and then set a delay in a second trigger from when the first one trips, put another sidechat command in there and so on. Is there anyway to do it with one trigger? If not could someone post an example of a script with the following: Man1 talking Delay Man2 talking Delay Man1 talking From that I should be able to figure out the pattern and make my own. I tried a search for this on all 3 editing sections (ofp, arma, arma II) but I couldn't narrow down results very well since discussions, dialogue, talking and script are all quite common. Share this post Link to post Share on other sites
kylania 568 Posted August 3, 2009 in ArmA you could use a gamelogic with waypoints for delays. OFPEC's tutorial had that: http://www.ofpec.com/tutorials/index.php?action=show&id=14&page=21 About 3/4s of the way down the page starting with "Remember the spy we placed?" Share this post Link to post Share on other sites
JDog 11 Posted August 3, 2009 (edited) You could just make the trigger execute a script >.> SQF: man1 say/sideChat/groupChat/whatever "dialogue..."; sleep 5; // <- 5sec delay man2... Example from a mission of mine: sSL sideRadio "23"; sleep 5; Rettenger sideChat "Negative, Cobra 1. What few fast movers we have ready are currently assisting Jackal and Kobal. It's hell in Berezino right now. You'll have to improvise, over."; sleep 8; Gabranth sideRadio "2"; sleep 4; Rettenger sideChat "Copy that, Gabranth. Rettenger out."; sleep 3; Gabranth sideRadio "3"; sleep 4; sSL sideRadio "24"; sleep 7; Gabranth sideRadio "4"; The numbers after sideRadio are just the filenames for the voice-overs. They aren't all done so a few characters still use sideChat til its filled. Edited August 3, 2009 by JDog Share this post Link to post Share on other sites
jakerod 254 Posted August 3, 2009 Thanks guys I ran into a bit of a problem though. All of my dialogue appears at the same time. This is the code: chat1.sqf hindgunner sideChat "Welcome aboard sir, how are you today?"; sleep 3; // <- 5sec delay player "Tired, how about you?"; sleep 3; hindgunner sidechat "I'm tired too sir and on top of that they only gave us one missile. What kind of crap is that?"; sleep 5; player sidechat "I would rather have the one missile than smack into a cliff because we're too heavy."; sleep 3; hindgunner sidechat "Fair enough sir."; Share this post Link to post Share on other sites
JDog 11 Posted August 3, 2009 place a sideChat command after "player" in line 3. That might be causing it, I'm surprised it's continuing past that at all and not resulting in some run-time error and stopping at that line. Share this post Link to post Share on other sites
jakerod 254 Posted August 3, 2009 place a sideChat command after "player" in line 3. That might be causing it, I'm surprised it's continuing past that at all and not resulting in some run-time error and stopping at that line. Oh geez, sorry I didn't catch that. It is still happening though. Share this post Link to post Share on other sites
JDog 11 Posted August 3, 2009 I just made an empty mission with 2 units named player and hindgunner, copy-pasta'd that exact script you posted there (added the sideChat in third line) and it worked perfectly on first try. EDIT: Just tried something... are you executing like this? Cuz I just tried this and that caused all the text to come up at once: []exec "chat1.sqf"; If so, then that is the problem. Do This: nul=[]execVM "chat1.sqf"; Share this post Link to post Share on other sites
jakerod 254 Posted August 3, 2009 I just made an empty mission with 2 units named player and hindgunner, copy-pasta'd that exact script you posted there (added the sideChat in third line) and it worked perfectly on first try.EDIT: Just tried something... are you executing like this? Cuz I just tried this and that caused all the text to come up at once: []exec "chat1.sqf"; If so, then that is the problem. Do This: nul=[]execVM "chat1.sqf"; Thank you that was it. I was going to ask about that next. Share this post Link to post Share on other sites