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ramon_dexter

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Posts posted by ramon_dexter


  1. Another question:

    Does if then else commands work in description? I need to make the covnersation with more conditions, I want to make two different conversations, driven by conditions under if then else.

    in description.ext it should be somwthing like

    if condition==1 then conversation 1

    if condition==2 then conversation 2

    conversation 1 and 2 will both be assigned to 1 person.

    In conversation1 the player will be assigned the task. Reaction to this task will be in coversation 2, hidden under condition==2. Th reaction will switch the condition to "3", so this option will be visible only once, when the assigned task is done.

    I just want to make the conversation system more believable. In real life, someone gives you a task. When you have done the task, you just tell the giver that the task is done. And after that, option to give a task and to succeed the task is obsolete, so I want to make it hidden.


  2. This don't work. I don't know what's wrong in this code, but if I do it the simpliest way > player setDamage 0.1, it is working. But not over a time, the trigger fires everytime player character enters the trigger radius, when set "repeatedly". When set "once", it fires only once per mission. When I put in your code, it don't do anything.

    And also, I think that command setDammage sets the damage variable, not adds to a pool. So if its set to 0.1, it sets 0.1 value everytime it is triggered, so I think that the code has to add damage, rather than setting it.


  3. Yes, thank you Schatten, I found it out myself. Now it works like a charm. I will advance it further to add some new features.

    ---------- Post added at 07:54 ---------- Previous post was at 06:18 ----------

    Well, I have another question:

    I want to make a hazard zone. When player enter the zone, he will receive a small amount of damage every one second. How can I make it? I know how to deal damagae after a time period, but continual damage?


  4. 9VtCQhd7tEmZSCrChPeeUVWhmQNuDFsxm8sSbEx0EtkuiCE7z1faov_XWXgFT-VBwvp95grliWHtLms=w1256-h571

    (SP) WANDERER: A Post - Apocalyptic Journey

    I'm starting to work on a new project, called Wanderer: A post-apocalyptic journey.

    It will be a stroy oriented free roam adventure with horror elements.

    The story will take place after great global catastrophe, which has cleansed the earth (something close to the fallout or the fall). Player will be sent to a simple task, jsut to be involved into saving the whole island where he lives.

    Features:

    • completely new story
    • post-apocalyptic atmosphere
    • dialogue system with multiple choices (by IndeedPete)
    • variable quests
    • anomalies (~maybe)
    • multiple factions
    • simple yet efficient self healing system
    • camping system
    • sleeping system
    • slightly toned down AI skills (I think that arma AI is a nr.1 sharpshooter - I dont want to have player killed by a randomly placed bandit 200 metres away)
    • some new wepoans from addons (have to choose addons)

    I already have working dialogue system by IndeedPete. I have a simple self healing system. But I need a working vendor system. Better said, some simple script, that will allow player to sell his loot and buy new stuff. All of this I need just for singleplayer, cause I don't plan to make this MP. The camping system is still working only with placed beds, but I'm trying to make a portable deployable sleeping bag (or modify existing deployable sleeping bags) to make it more immersive (any help will be appreciated).

    I was looking at some sripts in dayz or wasteland like mods, but my skill are not even mediocre, so I don't know how to build something like this.

    I will be grateful for all advice you can give me. All I ask is patience, since I'm sometimes little bit slower :)


  5. Well, back to my question:

    Can anyone tell me, how to at least create something like this using only the simple stuff, like action menu, or radio commands, with listing the items by hint, titletext or sidechat command. I think it won't be that so hard to do - I'm trying to build something myself, but with zero coding skills, it's a long time job.

    I can make a mission without the vendors, but I want the vendors for immersion.

    @Austin_medic: Have you build up something?


  6. Thank you, Demonized, that works like a charm. Will it work, if I put it in init line?

    edit:

    One more thing. I want to make a "repair" script, like "player has to repair a device. He needs to have toolkit/etc."

    I made up something like:

    this addAction ["Repair device", "<make something>", nil, 6, true, true, "", "'Item_ToolKit' in (items dex)"];

    the code is put into init line of the device object

    where "this" is the device. "dex" is name of player. But this don't work. Even if player has toolkit in inventory, the option doesn't show up. What am I doing wrong?


  7. Hello, I'm trying to create self-healing command, hidden under condition.

    Something like: if player has medpack in backpack, show 'heal self' in action menu.

    I made up something like

    If (player hasWeapon "Medkit") then {player addAction [" heal self", {player setDamage 0;}]}

    But it dont work. No error message, just dont work. How can I make it work?


  8. Can you confirm one thing that I found out?

    I think that the conversation system checks condition once for every conversation.

    I tried setting one option to give task to kill a bandit leader under condition "vTask1 == 1" and reaction to this (which would give player new equipment) under condition "!alive banditLeader". No matter what I tried, the second condition don't work. Is it possible that the condition could be only one for one conversation for one person?

    I know I a want too much, but I want to make some immersion - like in real life, you are given a task, you do it and then you return to the task giver for reward. Also, I want to ged rid of the "give task" option from the conversation, once the task is done, because it is obsolete.


  9. I though there might be a problem in this.

    Maybe I did it a little bit complicated. I can make visible class "prace" under condition "varUkol1 == 1", response to this make visible under condition "varUkol1 == 1" and then make expression "varUkol1 = 2", which will hide the class "prace" and the response.

    Hey, many thanks. You helped me a lot!

    edit: YES!!! Now it's properly working. I just have to settle down with my requirements. After all, I'm traing to make a adventure-like action game out of a military simulator.


  10. Well its strange. I tested it and changing variable works for me.

    class prace
    {
    	condition = "(varUkol1 == 1)";
    	expression = "varUkol1 = 2;";
    	responses[] = {"to_beru", "guy1_exit"};
    	sentences[] = {
    		"Can you give me a job?",
    		"Yeah. Deliver a message to my brother."
    	};
    };

    This expression switches the varUkol1 to "2", as intended.

    But this don't work. This option don't shows up.

    class to_beru
    {
    	condition = "(varUkol1 == 2)";
    	responses[] = {"to_zvladnu", "guy1_exit"};
    	sentences[] = {
    		"I can do it",
    		"I haven't told you, what I want to tell him."
    	};
    };
    

    Also, I corrected the "IP_Buddy" appearance in conversation code and published a new pack with the mission, so if you will be looking into the code, download the mission again.

    For better understanding, here is how is the conversation supposed to look:

    A: "Hey, can I have a question?",						
    B: "Sure, %1. What do you need?"
    A: "Can you give me a job?",	/////varUkol1 == 1; varUkol1 = 2;
    B: "Yeah. Deliver a message to my brother."
    A: "I can do it", /////varUkol1 == 2;
    B: "I haven't told you, what I want to tell him."
    A: "What was it?"														
    B: 'Tell him he's an asshole!'
    
    
    A: "Hey.",
    C: "Hello."
    A: "Your brother tells you're an asshole.", /////varUkol1 == 2; varUkol1 = 3;
    C: "Yeah. That's him."
    A: "See ya."
    C: "Take care!"
    


  11. Well, if I understand your work well, the IP_Buddy class is for the person, which has the conversation assigned to. I have two conversations, so I have two guys - IP_Guy1 and IP_Guy2. So the IP_Buddy is just a plain empty variable, not used by my conversation/mission. So it shouldn't affect the conversation system at all.

    I removed the code pointing to IP_voiceactor.

    Then I run the game with -showscripterrors and, it simply don't tell me that there is any error.

    My conversation.hpp is set as I posted here, but it don't work. Everything that should be visible under condition "varUkol1 = 2" just don't show up.

    Now I'm starting to be a bit frustrated - what command do I use to simply display the value of variable? when I use missionnamespace getVariable "varUkol1", it works (I mean that it execs with no error), but shows nothing.


  12. Can somebody advise me how to create vendor script? Not only for buying stuff, but also for selling stuff. I'm working on a SP stalker/fallout like story oriented scenario and found a great need for a thing like this. I alerady have a working conversation system by IndeedPete, but can't find a barter system. I found a mod or two with some kind of vendor related stuff, but my skill are simply mediocre, so I cannot decrypt how the vending work in these mods.

    I tried to create a script myself, but with zero experince in scripting, it is nearly impossible. I simply just don't know for what to look, or how to use the commands.

    I need something like this:

    - Two windows, one for player's inventory, one for vendor inventory. The windows should be listBoxes gui (I created gui myself, but don't know how to make it work). Under player's inv. should be button to sell things selecled in player's inv. The same under vendor's inv. Third button should be to close the gui dialog. The gui dialog should be called via action in mousewheel menu.

    I know this is not a easy job, but could somebody lend me a helping hand?


  13. Well, I have tried this. My conv.hpp file looks like this:

    ////////////////////////////////////////////////////////////////////////////////////////////týpek 1 (guy1) task giver
    //////////////////////////no task function here, only player delivers only a message > this is to test variables & conditions
    //////////////////////////variable varUkol1 is set 'varUkol1 == 1' in init.sqf
    ////////////////////////////////////////////////////////////////////////////////////////////////////////////
    
    
    
    class Conversations
    {
    
    
    
    class guy1_opener				/////////////////////////////////opening question
    {
    	arguments[] = {"(name player)"};
    	responses[] = {"prace", "guy1_exit"};		
    	sentences[] = {
    		"Hey, can I have a question?",
    		"Sure, %1. What do you need?"
    	};
    
    };
    
    class guy1_exit
    {
    	exit = 1;
    	expression = "nul = [iP_guy1, 'See ya.', 'DIRECT', 3] spawn IP_fnc_simpleSentence;";
    	sentences[] = {"Nothing."};
    };
    
    class prace  					///////////////////////////////////////////////////////when "varUkol1 == 1", this shows up. This also has to set "varUkol1 = 2". But it doesn't.
    {
    	condition = "(varUkol1 == 1)";
    	expression = "varUkol1 = 2;";
    	responses[] = {"to_beru", "guy1_exit"};
    	sentences[] = {
    		"Can you give me a job?",
    		"Yeah. Deliver a message to my brother."
    	};
    };
    
    class to_beru  				/////////////////////////////////////////////////////this here don't work, since varUkol1 is not 2. the rest does not work.
    {
    	condition = "(varUkol1 == 2)";
    	responses[] = {"to_zvladnu", "guy1_exit"};
    	sentences[] = {
    		"I can do it",
    		"I haven't told you, what I want to tell him."
    	};
    };
    
    class to_zvladnu
    {
    	exit = 1;
    	condition = "(varUkol1 == 2)";
    	expression = "nul = [iP_guy1, 'Tell him he's an asshole!', 'DIRECT', 3] spawn IP_fnc_simpleSentence;";
    	sentences[] = {"What was it?"};
    };
    
    
    /////////////////////////////////////////////////////////////////////////////týpek 2 (guy2) - task receiver
    
    class guy2_opener
    {
    	arguments[] = {"(name player)"};
    	responses[] = {"vzkaz", "guy2_exit"};
    	sentences[] = {
    		"Hey.",
    		"Hello."
    	};
    
    };
    
    class guy2_exit
    {
    	exit = 1;
    	expression = "nul = [iP_Buddy, 'Take care!', 'DIRECT', 3] spawn IP_fnc_simpleSentence;";
    	sentences[] = {"See ya."};
    };
    
    class vzkaz						///////////////////////////this is the message
    {
    	condition = "(varUkol1 == 2)";
    	expression = "varUkol1 = 3;";
    	responses[] = {"guy2_exit"};
    	sentences[] = {
    		"Your brother tells you're an asshole.",
    		"Yeah. That's him."
    	};
    };
    };

    In init.sqf is the variable "varUkol1" defined this way:

    varUkol1 = 1;

    I have commented the rest in the conv.hpp. Simply, the

    expression = "varUkol1 = 2;";

    don't work.

    here is whole mission:

    https://drive.google.com/file/d/0B9x-D_oCGHOdbW9rUGdpNG02OE0/view?usp=sharing


  14. Hi, I have another question:

    I played around with the condition. Can you tell me the proper way, how to set variables by conversation option?

    I tried something like this:

    class phoneHangUp
    {
    exit = 1;
           expression = "player setVariable ['var1', 1];";
    sentences[] = {
    	"(Hang up.)"
    };
    };

    Option with "expression = "player setVariable ['var1', 1];";" doesn't even shows up in the list. Now I don't know, what I am doing wrong.

    I know how to use conditions like this "!alive _unit" to check if _unit is dead (target of the task). But I don't know how to tell the conversation system, that I have chosen an coversation option, or told something some other npc. If you understand, what I mean.

    edit:

    I found out that when I try to put

    condition = "var1 = 1"

    into conversation option, this conversation options doesn't show up no matter what is the value of var1. Now I don't know what am I doing wrong.

    I tried to set variable with "player seVariable ["var1", 1];" and put it on init.sqf, to have a default variable value.


  15. I thought it is realted to triggers. I know how to set task as succeeded by a trigger.

    Another question:

    Is there a way to make conversation more dynamic? Like choices based on player's actions - like doing something, visiting a place, etc.

    I mean something like I have a conversation with a npc. The npc gives me a task to go to a place. When I visit a place (for example a cemetery) and return to a npc, I can ask the npc questions about the cemetery. But these question will be visible only if I visit the cemetery.

    Sorry for bothering you, but you're helping me a lot.


  16. Now I have another question...

    The example you provided me creates task, but how do I make it succeeded? I was trying to find something in fuctions, found BIS_fnc_taskSetState or BIS_fnc_setTask, but I completely don't know, how to use them (better said, I don't know where to put them. Also, I have problems with writing the syntax right. The lack of documentation is just terrible.). So if you will help me, I will be thankful person.

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