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DisgustingLynx

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About DisgustingLynx

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  1. DisgustingLynx

    Skyhook

    Hey! Awesome script, i messed around with it and got it working in MP. The action is given by an object. However, every time i spawn, i spawn with a "balloon" already attached to me, i even have the option to dismantle it. Any ideas? Thanks ^^
  2. Oh wow, I just figured it out, everything works splendid. Heres how I did it in case anybody has a similar issue: When integrating this script into a mission file with conflicting files of the same nature, the #include command may not always work. 1. Instead, i did the same thing I did to the function.hpp file, to the rsctitles entry in the description.ext. 2. I cloned the dialogs.hpp, deleted its content, filled it with the IP_DLG_CONVERSATION entry, and saved it as dialogs2.hpp. Then I included it in its own spot in the description.ext with #include conv\cfg\dialogs2.hpp 3. This may produce a "IP_BOX not defined" error which crashes to desktop. This is solved by moving #include "conv\cfg\defines.hpp" somewhere on its own. In essence, the contents of functions.hpp, missionconversations.hpp, and the first half of dialogs.hpp (until class IP_DLG_CONVERSATION), were copy pasted into the description.ext. Pay attention to the structure, and mimic it. I hope that might help someone out, for more examples, IndeedPete explains how configs work on page 4.
  3. Hi again : D So gathering from those script not found errors i figured that the functions.hpp for your scripts isnt integrated into my description.ext properly, which happened to be the case since after I copied the contents of the function.hpp into the description file, (instead of #include) my NPC now finally has the action to initiate the conversation. However nothing happens when I select the action. Also the simplesentence function isnt working since the NPC says nothing at all. (EDIT:i included my init and desc here but as you can see in the post below, my issues have been solved ^^) Thank you very much for your time!
  4. Alright, thank you very much for your time. And good luck in your future endeavors!
  5. Okay, thank you very much. But just to be clear, we are talking about the editor unit names right?
  6. 1. I dont understand how I can give them just any name : O Didnt you mention that the player has to be named IP_Master for this to function properly? Even though I didnt find but one mention of "IP_Master" In your scripts and that was an example. Or am i misunderstanding? 2. That was one of the things that was confusing me, such a filename is indeed not present in your files. I did have a previous dialogue script which i removed, its probably that... I just havent been able to successfully run your script so i didnt know if that error would be conflicting. 3. Heres the dropbox link to my mission file so you can take a look yourself if i have implemented your script correctly, if you have time, would probably speed things up considerably... https://www.dropbox.com/sh/7f51tjt14wo3fdn/AADpbfWnIHDJjw5LA9uvjpDYa?dl=0
  7. Hey! First off, id like to thank you for your contribution, and more-over for actively providing support! After having read this entire thread, it pains me to ask you any questions : D Im sure you have answered many... Im trying to implement your script into my A3Wasteland mission. As you might know, A3Wasteland features an array of playable units, and I cannot name everyone IP_Master. Is there some way of making an array of names that are recognized by your scripts and serve the same function as IP_Master? Also, when i launch my mission i get the following error (which does not crash the game though): Script functions\IP_rscStructuredText\fn_Attributes.sqf was not found. Thank you very much in advance!
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