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Found 2 results

  1. I want to start a mission straight into the virtual arsenal. I'm creating a story-based mission and I want the player to create his/her character before it all begins. I don't want the player to look at a box and select the aresenal. I want them to spawn into the arsenal, one time only. I also want to: pause the scripted events at the mission start while the player is in the arsenal. give the player objectives and waypoints. display text on screen and dialogue from NPCs. speak to NPCs, conversation wheels, which trigger events such as spawning, objectives and waypoints. delete unwated NPCs and objects. Its been a few years since I worked with ArmA. Could somebody point me in the right direction?
  2. Hello all, So I have just finished the voice script for a mission I have completed, and now looking for all of the ways I can implement the voices and subtitles. Previously, I have used some like this for subtitles, and then calling the voice file (we'd record the entire conversation in one voice file) and the radio messages will follow the voice using sleep. But I am heavily reconsidering it as it creates HUGE files with just these same lines of code: unit sideChat "Depending on how long the conversation is, this can be a huge file!"; I feel, and know there is an easier way to implement such a thing along with voice scripts. I have watched this video by Feuerex, and it seems like the best overall way to do it (he uses kbAddTopic, kbTell, etc.). However, I have some conversations that will go on for upwards of 30 seconds or so. My fear is creating a huge, and complex .bikb file and very long conversation.sqf, which could affect performance b/c the engine has a lot to do and handle already. Is the best overall way to implement conversations and subtitles is through kbaddtopic and kbtell? Is there a better option for better performance? I have found this on the forums and will probably be checking it out, but I don't believe it accounts for actual voices (audio). Thanks guys for all the help.
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