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AnimalMother92

sideChat...but not?

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So I'm looking to make a dialogue/conversation (not quite sure how to describe it). The problem is all the searching I did came up with interactive things such as asking an AI a question and receiving an answer using FSMs etc.

But that's not what I'm looking for. I just want to do a simple chat on the side like with sideChat, except it's not sideChat. For example in the BIS missions they have stuff like this:

arma2chat.jpg?t=1268010518

I have no problem making conversations with sideChat, except I don't want it to appear blue and in caps. Is there something simple that I'm missing to make this happen?

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globalChat might be what you're looking for.

Thanks W0lle :)

Almost there, except I still have this appear when the conversation is triggered:

BLUFOR (John Doe): "hey."

I've used setIdentity and got a trigger to initiate the chat sequence. I also defined the messages in the .ext just fine. I'm just trying to imitate the look from the BIS missions.

Name of person: "blah blah blah."

:confused:

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I want the same thing as well, so it looks like they're talking directly to each other, not over the radio.:confused:

*Edit*

I figured something out for this. Add a gamelogic to your map and call it "logic", then add a trigger and in the onActivation box put this:

logic globalChat "John Doe: I figured out how to talk in global chat";

Replace John Doe with whatever name you want and then replace the text with what you want, should work fine. I just want a way to make the writing more opaque like in the game.

Edited by Arma-2-Guru
New Information.

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Nice one Arma-2-Guru. Definitely getting closer. Only thing is that globalChat messages appear in caps. With globalRadio the messages that were defined in the description.ext looked more like in the picture.

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Hmm, true. I will try and figure it out, I am doing right now even though it's 4:22am in the UK right now. Hopefully we can figure something out because I need this for the mission I'm doing, peace.

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Alright I figured it out. Here we go:

Define the messages in the description.ext

class CfgRadio
{
sounds[] = {};
 class RadioMsg1
 {
  name = "";
   sound[] = {};
   title = "John Doe: Hey!";
 };

 class RadioMsg2
 {
  name = "";
  sound[] = {};
  title = "Bob: How's it going?";
 };
};

Make a chat.sqf

logic globalRadio "RadioMsg1";
sleep 2;
logic globalRadio "RadioMsg2";

Place a Game Logic named "logic". Make a trigger and put this in the activation:

nul=execVM "chat.sqf";

Result:

chat.jpg?t=1268022732

:yay:

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Aww, that worked a dream. All I want now is to make the writing more opaque, great work.

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Glad we pretty much got it, I've been wondering for awhile. Good thing you mentioned the Game Logic trick, that got me thinking. No clue how to make the writing more opaque sadly :(

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ah gj guys - i been looking for something like this too - dont need all the conversation just this type of text is gold.

ok just tested your method Animal Mother not working.

i have chat.sqf - check.

i have game logic called logic. - check.

i have trigger (simple one - if blufor present then activate) - with onactivation saying - nul=execVM "chat.sqf";

but nothing happens.

arma2guru's method works but i prefer look of yours.

should anything be written in the gamelogic?

thanx in advance

Edited by Lightspeed_aust

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ok this is what i have done -

my chat.sqf sits in main folder contains -

logic globalRadio "RadioMsg1";
sleep 2;
logic globalRadio "RadioMsg2";

my description.ext -

Respawn = "BASE";
RespawnDelay = 6;
RespawnDialog = 0;
#include "R3F_revive\dlg_attente_reanimation.h"	

class CfgMusic
{
// List of sounds (.ogg files without the .ogg extension)
tracks[] = {};

// Definition for each sound
class radio
{
	name = "radio"; // Name for mission editor
	sound[] = {"\sounds\radio.ogg", db + 0, 1.0};
};
};

class CfgRadio
{
 sounds[] = {};
 class RadioMsg1
 {
   name = "";
   sound[] = {};
   title = "John Doe: Hey!";
 };

 class RadioMsg2
 {
   name = "";
   sound[] = {};
   title = "Bob: How's it going?";
 };
};

plus placed gamelogic on map called - logic

plus put trigger when blufor present - null=execVM "chat.sqf";

but nothing happens - as i said Arma2guru works with his set up but its not ideal.

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quick question - this wil work in coop?

I don't see why it wouldn't. Haven't tested though. Example working OK for you?

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wow not working here and took all mods off - oh well no idea - have to try for sumthin else i guess.

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ok here is my solution - different to yours but still works well imo.

Trigger1 -

Cond. - Radio tower destroyed.

On Act. - text at bottom of screen - "Ghost Team to Command - radio tower has been destroyed. Over". Also add a radio noise of walkie-talkie for realism.

Trigger2 -

Cond. - triggerActivated Trigger1.

On Act. - text at bottom of screen - "Command to Ghost Team - good job men. Move to your next objective. Command out". (Radio sound).

Trigger3 -

Cond. - triggerActivated Trigger2.

On Act. - text at bottom - "Solid copy - Ghost Team moving". (radio noise)

etc.

Still comes across as a dialogue without needing the conversation format.

my two cents - hope some find it useful.

Lighty

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AnimalMothers and mine both worked fine for me, I have no idea why it's not working for you. Will look into it a bit more some time soon.

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Ey guys. just a fast question, if I want to make more conversations like this, should i so name them Chat2.sqf and description2.ext

Thanks in advance.

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you can have as many chat.sqf files as you want for different conversations, but there is only ONE description.ext

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Okay, but how do you want me to set it up then?

- A bit noob sorry :$

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quick question - this wil work in coop?

http://community.bistudio.com/wiki/globalRadio

Note that little EL symbol at the top. It will work in coop, but you have to make sure the script is run for every client you want the radio message to appear on, using i.e. addPublicVariableEventHandler.

Edited by CarlGustaffa
Messed up link...

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Just define more messages in the description.ext

class CfgRadio
{
sounds[] = {};
 class RadioMsg1
 {
  name = "";
   sound[] = {};
   title = "John Doe: Hey!";
 };

 class RadioMsg2
 {
  name = "";
  sound[] = {};
  title = "Bob: How's it going?";
 };
};

see more here: http://community.bistudio.com/wiki/Description.ext#CfgRadio

So just class radiomsg3, class Radiomsg4, etc. etc. etc?

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