Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

Woodpeckersam

Member
  • Content Count

    230
  • Joined

  • Last visited

  • Medals

Everything posted by Woodpeckersam

  1. Woodpeckersam

    SideChat Conversations

    Hey a bit of advice, if you dont want real voices, why dont you time the radio realistically. What i mean is... get a stopwatch, whether you have a real one or one on your phone. Then imagine what your soldiers are like and how they would say it. so the first thing you unit has said "Huh... can you believe it? We're finally able to prove ourselves!" I spoke this sentence at the same time starting my stopwatch (on ipod touch) and i recorded 4.9 seconds. so i then added an extra 1 second for pause between the two speakers :D to 5.9 seconds... Charlie sideChat "Huh... can you believe it? We're finally able to prove ourselves!"; sleep 5.9; Sigint sideChat: "Ha... yeah. Anyway, let's get going."; sleep 6.2; just makes it feel more realistic :D __________________________________________________ ---------- Post added at 02:47 AM ---------- Previous post was at 02:42 AM ---------- How weird i posted this too late :P Oh and another bit of advice... get Squint! :D http://forums.bistudio.com/showthread.php?t=105860 It may not look like much, but trust me... its brilliant! If you dont like the colour scheme you can always change it :D
  2. Woodpeckersam

    Waypoint problem

    private ["_spawnPos","_targetPos","_group","_osfBomberWp1","_osfBomberWp0"]; _spawnPos = _this select 0; _group = _this select 1; _targetPos = _this select 2; // create bomber unit "TK_INS_Soldier_EP1" createUnit [_spawnPos, _group, "this addMagazine ""pipebomb"";osfBomber = this", .05, "private"]; [color="Red"]//tells bomber to move to waypoint _group doMove getMarkerPos "firstwp"; _group setBehaviour "Stealth"; waituntil {(_group distance getMarkerPos "firstwp") <= 4}; deleteMarker "firstwp"; osfBomber fire ["pipebombmuzzle", "pipebombmuzzle", "pipebomb"]; sleep 5; //tells bomb to move to second waypoint _group doMove getMarkerPos "secondwp"; waituntil {(unitReady osfBomber)&&(_group distance getMarkerPos "secondwp") <= 4}; //waituntil {(_group distance getMarkerPos "secondwp") <= 4}; <- OR USE THIS ONE IF ABOVE DONT WORK <- deleteMarker "secondwp"; [color="Blue"] //_group doMove getMarker Pos "thirdwp"; //waitUntil {(unitReady osfBomber)}; //deleteMarker "thirdwp"l;[/color] sleep 5; osfBomber action ["TOUCHOFF", osfBomber]; sleep 5; osfBomber setDamage 1; playSound "sniper"; // If you have a sound of a sniper shot, and you know how to add custom sounds in, this would be good :)[/color] [color="Green"]/* //assign waypoint and targets for bomber _osfBomberWp0 = _group addWaypoint [_targetPos, 0]; _osfBomberWp0 setWaypointType "MOVE"; //_osfBomberWp0 setWaypointBehaviour "STEALTH"; _osfBomberWp0 setWaypointStatements ["","osfBomber fire [""pipebombmuzzle"", ""pipebombmuzzle"", ""pipebomb""]"]; _osfBomberWp1 = _group addWaypoint [_targetPos, 1]; _osfBomberWp1 setWaypointStatements ["","osfBomber action [""TOUCHOFF"", osfBomber];osfBomber setDamage 1"]; */[/color] exit; All you do is add 2 plain waypoint to where you want osfBomber (or _group) to move to. Waypoint 1 name = firstwp Waypoint 2 name = secondwp Waypoint 3 name = thirdwp I also added a choice for you by commenting out the blue code... if you want the unit to move to a third waypoint, touching off the bomb then getting shot. where you see a /* and */ that means its commenting out all the codes between them. the red bit of code is what i added. Oh and i must recommened an editor "Squint" for error checking and script neatness blah blah... its just an amazing application if you are not using it. http://forums.bistudio.com/showthread.php?t=105860 You may not like the colours, dont worry though you can change them in the settings, one of the many amazing things about this application :D
  3. do you want them to walk around randomly? Use the dismissed option instead of seek and destroy. Or set some move waypoints with random a random placement radius and then cycle it.
  4. Hiya all, I just have a few questions that should hopefully be simple to answer. I cannot find an appropriate thread or someone else asking these questions. 1. How would I get my group leader to issue a waypoint for JUST the player? Would i need to [player] join grpNull; then when I have completed a task [player] joinSilent _group; I have created tasks with success so i have no problems there. Same goes for setting the task destination to a marker, but if a player plays this mission, how will he/she know where to go, as there is no indication other than the marker on the map. primTskObj3=player createSimpleTask ["Move to Position"]; primTskObj3 setSimpleTaskDescription ["I need to move into position inside the same building that Young has entered, but on the ground floor.","Move to Position","Move to Position"]; player setCurrentTask primTskObj3; primTskObj3 setSimpleTaskDestination (getMarkerPos "MovePos"); [primTskObj3] call mk_fTaskHint; poshouse = player addWaypoint [getPos point, 0]; [player,1] setWaypointType "Move"; poshouse setWaypointDescription "Move to this Position"; obviously this doesnt work because the addWaypoint is used for groups... 2.Change Grouping Order? Throughout the mission 2 other guys join my player's group. They are higher in rank than the player. However when they join my group, they tend to follow me around as if the player is higher in rank. I have used [player] join grpnull; [tmm3,tmm4] join _plygrp; sleep 0.5; [player] joinSilent _plygrp; _plygrp setCombatMode "Green"; _plygrp setBehaviour "CARELESS"; however SOMETIMES they dont follow me and the other times they do. It's weird. 3. Is there any way of Disabling and Enabling grouplink 4 on a group? At the start of the mission my guys are parachuting down to earth. Then they are required to get into a car. However they take bleeding long to get into a car even when they are in safe mode and careless... they keep scouting an empty area for enemies. 4. Why can AI spot enemies so far away.... What could be the reason why the AI in my group can spot enemies 1000 meters away in FULL fog and Pitch Black darkness, with no NVG Goggles or Guns? (They spot enemies as they are parachuting down) 5. I have read these documentations.. http://community.bistudio.com/wiki/SQS_to_SQF_conversion and i cant just seem to understand the "Cycle with step" part of it. I havent implemented it in my code, but i am very familiar with things in a .sqs file such as... #Loop if (!alive man): goto "Loop"; man2 doMove getPos player; if (!alive man2):goto "End"; man2 groupChat "Hello!"; #end This is a bit rubbish lol, it prolly dont work anyway, but im not bothered about that... all i want to understand is how can one jump around the script in .sqf? I just dont understand how this works. It could be me being tired and stressed with packing (for moving out) or im just clueless lol. for [{_n = 0},{_n <= COUNT},{_n = _n+1}] do { COMMAND; };
  5. Ah i see thanks for the tip Carl :D It's getting much clearer to me know. Smart :D Can anyone still be able to answer my questions from first page? Im still gutted about how AI can see so far in the night with full fog.. does it have something to do with ACE 2? If its not... then does anyone know a way where i can save all the current enemy groups on the map, the spawn them when i need to later on in the script? If its a case of using createunit for each enemy groups i need... then this is gonna take forever to do isnt it? edit::::: Scrap the GL4 question, i'll stick with UPSMON for now :D
  6. I am loving this editor, it has helped a great deal with errors and such. However just a request. Im not sure how easy it would be to implemented it however, and how long it may take. You already have the system there, when you type for example... unit set It comes up with suggestions for the code you are looking for. How about having suggestions for the bits after the code... such as variable's, strings, array's etc. Like i said im not sure how easy it may be... for example you type unit move getMarkerPos "; or unit move getMarkerPos _; As soon as you press " the code will scan the mission.sqm files for any markers (string name such as "house1" or "blowup") in game that has a name and brings up a suggestion box or if you type _ then it will scan the current script for any variables or by checking any scripts link to the current one for variables and brings up a suggestion box. Or if you type a certain array thingy, it would bring up suggestion the system would think that would work in the array. This will help people who has SOOO many variables. It would be useful for create groups, for missions with LOADS of groups, and among other things. The reason i came up with this idea is because thankfully enough you have a system which check if a variable is being used in a script. And if it isnt being used, then it would advise you to remove them, so it seems the system gathers all known variables. Maybe the idea i propose will gather all known variables, strings and arrays. Sorry if its hard to explain. Its late lol.
  7. What is the "waves" addon? Does it add Waves to the water? Or as an animated Object? Or Changes the Water Texture?
  8. Woodpeckersam

    destroy obj special

    i was just thinking along the lines of that Kylania... fake 5 satchel explosions... TAW this approach may work.. if you could name each individual pipebomb placeholder as suggested by kylania... you can apply a satchel explosion to each of the placeholders... using createUnit i think it is. Then _radar setDammage 1 would destroy it.
  9. lol :P event scripts as in conversations and things like that? :D
  10. Woodpeckersam

    destroy obj special

    Would this work... player addEventHandler ["Fired",{if ((_this select 1) == "Pipebomb") then {[] _satchel = _satchel + 1; }}] Assuming that eventHandler only executes when the player places a satchel on the ground... And then trying to figure a way to check if the player has "touched off" the satchels...
  11. Woodpeckersam

    destroy obj special

    If u could somehow find a way to let's say when you use 1 satchel it takes away a 1/5th of the radar's total health... To simplify maybe attempt to script it so that if a satchel blows up take off 0.2 damage from it's health. If health == 1 and if one satchel blows up then 1 - 0.2 = 0.8... and so on. I'm trying to find the logic lol, bit tired atm. Edit--------- Would using this work? SQF switch (VARIABLE) do { case VALUE_1: {COMMAND_1}; case VALUE_2: {COMMAND_2}; default {DEFAULT_COMMAND}; }; When u put a trigger that counts how many satchels are in it. Count it into a variable... Then use the switch... _radar = this getPos(getnearestobject "Id"); _satchel = 0; switch (_satchel) do { case 1: {_radar setDammage ((getDammage _radar)-0.2)}; case 2: {_radar setDammage ((getDammage _radar)-0.4)}; default {DEFAULT_COMMAND}; }; this isn't exactly accurate at all, I'm just trying to us my logic without being in front of the screen. I bet I got all the code wrong If someone can build on this code it could work?
  12. Woodpeckersam

    destroy obj special

    This topic is very useful. Thanks for TAW for posting, the idea will be useful. Gna tag it for email noticification. @kylania u been teaching me tonight. Didn't think format could be so simple. Thanks for that :D
  13. That makes sense even to me :) kylania don't u mean this post? http://community.bistudio.com/wiki/SQS_to_SQF_conversion ? I posted that link on my first post, part 5. Ta
  14. Hi Grizzle thanks for the reply. Yes that command will work if the player joins groupnull then rejoins the same group. I would just use that command for the leader of the current group. i mean... he is already a leader but the new team members would benefit from that command. I guess this will have to do. It happens in the space of a second so its rather difficult to spot whether the player has left the group quickly or not. Either way there really is no issue with tricking the system. Thanks for the help Kylania and Grizzle :D Now for the rest of my questions...
  15. ziip... From what I understand (and sort of guess), sqf and sqs has certain commands and functions that would only work in certain file formats. If you use an extension an extension such as .txt for your scripts... it will either... 1. Not understand type of script it is therefore the commands you use wont work or 2. Possibly run that script assuming it's using the default type of commands for the game (i think Arma2 uses mainly sqf than sqs). Can i someone correct me if i am wrong? Thanks. As for my question number 4. I have a feeling that i was have to use enableRadio false; There are pro's and cons of that however... Pros.. - Shuts the mouth of my group Cons.. - If i want my leader to command the player to do something, the player will be clueless - I would have to keep turning it on and off in the script Can someone help me find any better way of doing this? I have been thinking... creating groups later on in the script. This will be a nuisance however... i have over 50 groups, all using UPSMON... with waypoints. *groan* If i could only completely disable spotting in my group or change the group's view distance to like 100 meters making them almost blind... hmmm
  16. 1. I just wanted to make it feel more game like, with simple helpers thats all. 2. Sorry but i dont want to be the leader of a group, i want people who join my group later in the mission to not follow someone who is lower in rank than them. Lets say I am the player is the rank of "Private" and two "Corporal's" join the group, i want them to follow the "Major" in formation rather than the player who is lower in Rank. 3. Grouplink is the "sort of" total conversion mod for Armed Assault 2. Titled "Grouplink 4 Special FX edition". http://forums.bistudio.com/showthread.php?t=92269&highlight=grouplink. 4. Yes i do too, however i want to start off the mission so that the player and his group does not know about the enemy until a certain moment in the mission. Lets say the the group parachutes down, i want them to do that without spotting the enemy. Then i want them to go to a house near the village the enemy is holding. I want this to happen without the group spotting the enemy. Then 1 hour later (titletext and time change in script) i want an enemy to come down the road and my team has to hide. At THAT point i want the group to know about the enemy. 5. Thanks for that, i hadnt found that, i wonder why(!) :P Cheers for the reply Kylania.
  17. Hiya, i'm back. I dont have a lot of time on this game at the moment but i still like to play around with it when i can. In a mission the player starts off parachuting with his team (everyone has NO weapons). I have a waypoint that points the team to a camp. (this is all occurring in pitch black on takistan, and all that is visible is a camp with a camp fire) So the team leader issues the command to go to the camp (with ammo boxes). Upon arrival they then move to the next waypoint. How do i get the team leader and my other team member to automatically pick up any random weapon from the ammo boxes and carry on to the next waypoint? It's pitch black so i would hope that the AI in my team would pickup the NVG too... nothing. Can someone guide me, i've tried most possible keywords to search for a script that possibly allows it or an addon that allows it (im using ACE2 and it doesnt seem to have it) Many thanks.
  18. Hi there, after a while of figuring out how to do the conversation system, thanks to IndeedPete its all up and working now. I have decided to play around with base creating inside the same mission. Using the amazing conversation, the player is given a choice to complete missions. Upon choosing a mission after each time the player completes one, the player has to go to the tent and go to sleep. But the player can walk around the camp if he wants. What I want the player NOT to do is walk outside the camp at all. To accomplish this i will place a variety of sandbags and fences around the entire perimeter of the base, sandbags on top of each other to stop the player stepping over them. So how do i get in and out i ask myself... easy. Put a gate in there, with a barricade in front of it to stop vehicles from ramming the gate down. Cool! So i put a gate in... test it out... in perfect position. Oh wait... i can open and close the gate :S not what i want. Question::: How do i remove the current action on the gate (from the action menu) and allow just myself to control the gate via script? (gate opens when the player has slept in the tent, and shuts when he enters the base after a mission has finished) I have looked high and low for a solution, and i havent found one... but i remember that i was able to do this in OFP. But im not sure what the code was.
  19. Hi there all (again) lol! I thought to try the Conversation system in Arma 2, following a certain tutorial which i find very difficult to understand and slightly unclear. I just cant seem to get the system to work. Can someone please review my script and see why it wont work? Many thanks for your time :D 3RD TIME UPDATED SCRIPTS FOR THE QUESTION I ASKED REGARDING WHY THE AI IS NOT MAKING CONVERSATION UPDATE: Welcome_boss.sqf, start.sqf, welcome.bikb, FSM Image and Welcome_boss.fsm (FILE) **** The player (mainguy) starts in a helicopter (HeliStart) with his group. HeliStart is going to land at helipad1 to drop of my group. When mainguy walks out of the helicopter compound, the CO (boss) is standing in front of him. When mainguy reaches a certain distance between boss the conversation starts. The animation has already been set up. While chatting with boss the player is given a choice of missions he would like to do. When the player chooses a mission it executes another script (i havent made any yet, i just want to get the conversation working). **** Also as you may probably notice in the scripts i havent fully completed it the way i want it to be complete, i just cant seem to work out how to make it work. Once i understand how to do it, then i can probably do it all myself. I would REALLY appreciate it so much if someone can help me out here. Its for a practice mission but i want to learn much about scripting before i go on to do stuff for the community. Start.sqf ////////////////////////////////////////////////////////////////// // Function file for Armed Assault // Created by: WoodyUK //***************************************************************/ // A very big thanks to: Muzzleflash, Cobra4v320 and IndeedPete! //***************************************************************/ ////////////////////////////////////////////////////////////////// private ["_megrp","_player","_del"]; {_x setVariable ["BIS_noCoreConversations", TRUE]} forEach [player, boss]; _this select 0; _megrp = group mainguy; _player = mainguy; _del = deletevehtrig; _boss = boss; boss setBehaviour "safe"; {_x moveincargo HeliStart} foreach units _megrp; while {HeliStart distance helipad1 >= 100} do { HeliStart Move getpos helipad1; HeliStart flyinHeight 50; }; HeliStart land "LAND"; {doGetOut _x} foreach units _megrp; waituntil {{ !( _x in HeliStart)} foreach (units _megrp) }; HeliStart land "NONE"; boss doWatch leader _megrp; boss setSpeedMode "LIMITED"; waituntil {_player distance boss <= 4}; player kbAddTopic ["GoodMorning", "Conversations\Boss\Welcome.bikb", "", {call compile preprocessFileLineNumbers "Conversations\Boss\Welcome_Boss.sqf"}]; _boss kbAddTopic ["GoodMorning", "Conversations\Boss\Welcome.bikb", "Conversations\Boss\Welcome_boss.fsm"]; _boss kbTell [player,"GoodMorning","GoodMorning"]; waitUntil {boss kbWasSaid [_player,"finishconvo", "bossfin", 999999]}; HeliStart move getpos _del; Welcome_Boss.sqf ////////////////////////////////////////////////////////////////// // Function file for Armed Assault // Created by: WoodyUK ////////////////////////////////////////////////////////////////// BIS_convMenu = []; if (_from == boss && _sentenceId == "" && !(boss kbWasSaid [_from, _topic, "GoodMorning", 999999])) then { BIS_convMenu = BIS_convMenu + [["Commander Sunny?", _topic, "GoodMorning", []]]; }; switch (_sentenceId) do { case "GoodMorning": { boss playMove "AmovPercMstpSlowWrflDnon_Salute"; player playMove "AmovPercMstpSlowWrflDnon_Salute"; BIS_convMenu = BIS_convMenu + [["Good Morning and thank you Sir!", _topic, "GMorningSir", []]]; }; case "ChooseMission": { boss playMove ""; player playMove ""; BIS_convMenu = BIS_convMenu + [["Protect Convoy", _topic, "p_convoy", []]]; BIS_convMenu = BIS_convMenu + [["Help Defend Town", _topic, "d_town", []]]; BIS_convMenu = BIS_convMenu + [["Sneak into Village and Steal Documents", _topic, "s_docs", []]]; }; case "p_convoy": { BIS_convMenu = BIS_convMenu + [["Yes Sir.", _topic, "p_convoy_agree", []]]; BIS_convMenu = BIS_convMenu + [["No Sir", _topic, "disagree", []]]; }; case "p_convoy_explain": { BIS_convMenu = BIS_convMenu + [["I understand", _topic, "p_convoy_understand", []]]; BIS_convMenu = BIS_convMenu + [["Please Explain Again", _topic, "p_convoy_again", []]]; BIS_convMenu = BIS_convMenu + [["I want a different mission", _topic, "disagree", []]]; }; case "p_convoy_understand": { }; case "d_town": { BIS_convMenu = BIS_convMenu + [["Yes Sir.", _topic, "d_town_agree", []]]; BIS_convMenu = BIS_convMenu + [["No Sir", _topic, "disagree", []]]; }; case "s_docs": { BIS_convMenu = BIS_convMenu + [["Yes Sir.", _topic, "s_docs_agree", []]]; BIS_convMenu = BIS_convMenu + [["No Sir", _topic, "s_docs_disagree", []]]; }; }; BIS_convMenu; Welcome.bikb class Sentences { // BOSS CONVO class GoodMorning { text = "Good Morning! I am Commander Sunny indeed! Welcome to Firefly base Sergeant."; speech[] = {}; class Arguments {}; }; class ChooseMission { text = "Well look on the bright side! Now that you are here, the action can start. You will have a choice to choose one of three missions. What would you like to do?"; speech[] = {}; class Arguments {}; }; class p_convoy { text = "You will need to protect the convoy that will be heading from --- to ---. Are you sure you want to do this mission?"; speech[] = {}; class Arguments {}; }; class p_convoy_agree { text = "Good! This mission should be a total piece of cake."; speech[] = {}; class Arguments {}; }; class p_convoy_explain { text = "The mission details are as followed. A convoy will be dispatched from the weapons factory in Chernogorsk. Your task will be to protect it at all cost, until it reaches its destination. Do you understand?"; speech[] = {}; class Arguments {}; }; class p_convoy_understand { text = "Good! Go to your tent that we have set up for you, and stay the night. The convoy will be leaving at 0600 tomorrow."; speech[] = {}; class Arguments {}; }; class d_town { text = "You will need to defend ---. Are you sure you want to do this mission?"; speech[] = {}; class Arguments {}; }; class s_docs { text = "You will need to steal the docs from ---. Are you sure you want to do this mission?"; speech[] = {}; class Arguments {}; }; class Bossfin { text = "Carry On Sergeant! Good luck!"; speech[] = {}; class Arguments {}; }; // PLAYER CONVO class GMorningSir { text = "Good Morning and thank you Sir!"; speech[] = {}; class Arguments {}; }; class agree { text = "Yes Sir."; speech[] = {}; class Arguments {}; }; class disagree { text = "No Sir"; speech[] = {}; class Arguments {}; }; }; class Arguments{}; class Special{}; startWithVocal[] = {hour}; startWithConsonant[] = {europe, university}; Welcome_boss.fsm I have uploaded my latest fsm file, please download it to see what it's doing in conjunction with these scripts above. FSM - http://www.mediafire.com/file/ctsh7a4n3ujxwst/Welcome_Boss.fsm http://www.mediafire.com/file/g4oht9694wjom1q/Welcome_Boss.rar
  20. I want to thank you so much for all the time you put in to helping me out with this mate! Thank you sooo much!! Woohoo! Now the conversations are all working i can carry the script on :D You are a great community member and helper, you are indeed pete. :D Have you ever thought about expanding the conversation system tutorial from Jezuro? Maybe creating a tutorial that will help explain things to beginners? Im still relatively new to this system, although if i ever get experienced enough at it, i wouldnt mind trying to make a tutorial. I'll put it my "think about it" book :P I'll check out your short campaign when im free. Going to be busy for the next 4 - 5 weeks (moving) Again thanks so much! *Beer for Indeed Pete*
  21. Hi there mate again :D Thanks for your help. I did what you told me to do :D I figured out the problem for the FSM. I had a corrupted fsm file and everything i did (that you see in the pic from the first post) is from the .BIFSM file. Thats all been fixed now. I sorted out the identity, turns out I didnt name the boss in description.ext properly, now thats sort. And per your request here is the actual mission file. http://www.mediafire.com/file/cizbbd056k9cip8/Firefly_Base.Chernarus.rar Some words... base looks ugly (because its tottalllyyy unfinished) the convoy behind the base doesnt seem to start off properly. Damn AI and Roads!. Originally the helicopter is meant to start far out to sea. I have done anything with the two characters acting and making expression, except saluting. And there are no missions, i just want to get the dialogue done. Also dont worry about mission2.sqm it doesnt work in the editor (i keep forgetting to delete it) See if you can open the mission file. I dunno what mods are really loaded onto it, even with checking the sqm file... so heres a screenshot of the game folder with all my loaded mods. (from other people of course and thanks to them :D) I know i am not using all the mods, just some. *******EDIT After re-checking this post for replies i realised that the mod folder image hasnt been put on here.... weird i swear i did. Well its here now.
  22. Updated first post heavily again... Replaced scripts to latest version Changed the FSM picture Uploaded my FSM file ____________________________________________ Hello there again :D First thing first check at the top of the start.sqf script :D http://forums.bistudio.com/showpost.php?p=1723077&postcount=1 I sort of did what you said and with tweaking and using examples from the script for Jezuro's post i actually made the conversation go further, and it allowed me to use the menu woohoo!! However... when i get to the point where i want to choose the mission i want to do... i get a few problems. Remember i am only testing the mission selection for the protect_convoy missions, none of the others. When the conversation gets to the part where Boss i supposed to say "Well look on the bright side!.....", Boss isnt saying it, the player is :S When i click on the "Protect Convoy Mission" in the menu it doesnt start the next lot of dialogue. I set a description.ext so i could give the Boss a real name, which is "Commander Sunny", in his dialogue it doesn't come up with his name... Because of these problems, i uploaded the FSM file so you can see it right on your machine :D edit::: Changed the download link to my FSM file. 2Shared is a rubbish website. Thank god for MediaFire
  23. updated first post heavily... changed it to make it easier to read :) _________________________________________________________________ Haha at least you got drunk! i have done that in ages! You had a good time? :P Thanks for the suggestion matey, that did work a little indeed(pete) only for the first sentence of the conversation. At one point i managed to get the conversation to go through with the action boxes and stuff, and when the game crashed at the end of the bikb script i change some setting and now i cant work out what i did. But from listening to your advice i managed to get boss1 to say his first sentence to me! *gets a video camera to record this special moment* So i have been having problems since that moment i changed a part of ONE of the scripts (this was about 3 hours ago :( ) Is it ok if you can take a gander at me script? Thanks a lot for all the help you have given me so far :D
  24. Thanks for replying :D I have now sort of understood the logic of .fsm, and have made a very basic one. But for some reason the AI dont seem to be saying anything to the player at all :(. Can someone help me with this script please? and identify whats wrong? Many thanks. ps - check the first post for the scripts and the fsm =) or click here http://forums.bistudio.com/showpost.php?p=1723077&postcount=1
  25. Yes that's the tutorial I was using. Great tut, just very hard to understand some parts of it. So I see what you are saying, so basically a unit will require fsm to respond to what the player is saying (via choices for example)? Thats where I dropped into a deadzone, there's very little mention of how to use fsm in conjunction with the conversation. I'll look more into this later. Thanks for your reply :D Edit***** quick question, let's say I use the manual conversation flow as shown in jezuro tutorial, how would I go about adding choices? (I was thinking of using this as my backup)
×