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Koni

Ai dialogue text on screen

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When AI units talk to another unit in game, the dialogue gets printed up on the screen, is there a way of stopping this ?

Thanks

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place this in the AI's init line if you are using the editor:

this setVariable ["BIS_noCoreConversations", true];

If you are using the ambient civilians module try this in the modules init line(not tested):

["ALICE_civilianinit",[{_this setVariable ["BIS_noCoreConversations", true];}]] call bis_fnc_variablespaceadd;

EDIT: i stopped being lazy and tested the second command for the ALICE module, it works.

Edited by Jelliz

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Can this variable be set by a trigger to cover a whole area ?

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You can define which towns the ALICE module will spawn civilians, see the wiki page for the module.

Or try a trigger with:

{_x setVariable ["BIS_noCoreConversations", true]; } forEach thislist;
(untested)

EDIT: for the trigger use Anybody present. And the command goes into the On Act. field.

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Thanks for helping out Jelliz, though it doesn't seem to work :(

The basic idea I am trying to get is I have a town full of civilians, with rebel Independent army units moving through basically wiping out the town, so as the cutscene starts most civillians need to be dead already from the start, but the split second as they are spawned and drop dead they seem to be managing to say hello to one another before they hit the floor dead.

I have tried naming each civilian that needs to be dead from the start, then setting damage to 1 in the init file aswell as health set to 0 in the editor.

And lastly I have tried setting everyone against each other friendly wise, ie,

""CIVILIAN setfriend [iNDEPENDENT,0]; INDEPENDENT setfriend [civilian,0]; CIVILIAN setfriend [Civilian,0]; CIVILIAN setfriend [Civilian,0];"

but them damn supposedly dead civilians just want to chatter to each other :)

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Thanks for helping out Jelliz, though it doesn't seem to work :(

The basic idea I am trying to get is I have a town full of civilians, with rebel Independent army units moving through basically wiping out the town, so as the cutscene starts most civillians need to be dead already from the start, but the split second as they are spawned and drop dead they seem to be managing to say hello to one another before they hit the floor dead.

I have tried naming each civilian that needs to be dead from the start, then setting damage to 1 in the init file aswell as health set to 0 in the editor.

And lastly I have tried setting everyone against each other friendly wise, ie,

""CIVILIAN setfriend [iNDEPENDENT,0]; INDEPENDENT setfriend [civilian,0]; CIVILIAN setfriend [Civilian,0]; CIVILIAN setfriend [Civilian,0];"

but them damn supposedly dead civilians just want to chatter to each other :)

hmmm, name the trigger Area1 and then use this in the init.sqf:

{_x setVariable ["BIS_noCoreConversations", true]; } forEach list Area1;

This will be executed before they should be able to talk.

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hmmm, name the trigger Area1 and then use this in the init.sqf:

This will be executed before they should be able to talk.

You are brilliant mate, works 100%, no more chattering dead civilians :drinking2:

Thanks you Jelliz ;)

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You are brilliant mate

"Oh please", im awesome:shine:

JK, hope to see some missions from you in the future then;)

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Yeah, it's a new animation I found...

this playMove "chatteringDeadCivilian"

---------- Post added at 10:27 PM ---------- Previous post was at 10:24 PM ----------

"Oh please", im awesome:shine:

JK, hope to see some missions from you in the future then;)

It's something I have never done, release completed missions, though over the years since OFP, I've probably made nearly a thousand, though never completed many in full.

Also I have not really done any major scripting\camera work since OFP, hence why Im on here sounding very inexperianced :eek:

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