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MexterInfinite

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About MexterInfinite

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  1. Oh, I see. That makes sense. Thanks for the help Pete. Hoping I can use this script to add some extra options for players in ops. Seems to work well so far with dedicated.
  2. Thanks, I think I understand the condition part of those classes a bit more! As for arguments, I'm not sure if I'm not understanding something or messed it up, but I did realize there's been a miscommunication that's my fault. 😅 I meant simpleSentence, not simpleConversation. I was curious how it would work for the simpleSentence function, which I think is the one that pops up on the bottom of the screen with liveFeed if its on. I tried making a unit say something along the lines of "Good bye, %1" with %1 being (name player), but it didn't work for simpleSentence and I'm not sure if that's because there's no functionality for that, or if I should've done things different. As annoying as I know it is, I don't actually have that code that didn't work, since I ended up deleting it and not trying that when it didn't work after a few tries, then making the mission. However, I'll try to recreate it, just mind any weird errors. class exit { exit = 1; arguments[] = {"(name player)"}; expression = "nul = [civ_1, 'Good bye, %1!', 'DIRECT', 3] spawn IP_fnc_simpleSentence;"; sentences[] = {"Good bye!"}; }; After rewriting that, I would imagine if I wanted to put an argument in a simpleSentence, it'd have to be a part of the line where it spawns the simpleSentence, right? If it does, I have close to zero clue on what to actually do to make that work.
  3. Ah, I think I see. So, as an example, doing an example like below, if intel = false, then when someone is conversing with the AI, there is no option to select the "details" related response. Do I have that correct? class opener { responses[] = {"information", "details", "exit"}; sentences[] = { "...", "..." }; }; class information { responses[] = {"details", "exit"}; sentences[] = { "...", "..." }; }; class details { condition = "intel = true"; responses = {"exit"}; sentences[] = {"..."}; }; A separate question. I know that one can do arguments for these classes in order to do something like (name player) included in sentences. Is there a way to do that for the simpleconversation function as well?
  4. Hey Pete, not sure if you have the time to respond to this, but I was wondering if there was a way to make responses conditional. For clarification, at the moment you put multiple response options in each class. Is there a way to have an option unavailable, such as if x is true, then y is available as a response, but if x is not true, then y is not available? I know that theoretically one could make another class that just doesn't have that response, but I imagine that could get very time consuming even for just a single conversation. If you don't know of a way to do that, do you know of where one might want to start with rewriting portions to be able to do that? Thanks in advance
  5. Hey guys, I've been trying to get a trigger to detect VR objects inside it. They're being used as a "resource" in a game mode, and are being moved via ACE carrying. The problem I'm having is detecting the objects inside of a trigger for "collection". I'm using several VR objects of varying heights, but I believe they all fall under the same parent of "VR_CoverObject_base_F", so I was curious if I would be able to make a trigger so that I can use the parent as a condition inside the trigger, that way, I could do something similar to this && "VR_CoverObject_base_F" in thisList as the condition. I'm aware that the above does not work, I've tested that. However, I'm trying to just give an idea of what I'm looking for help with. I'd appreciate any help or advice!
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