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Thread: Conversation System... confusing and cant get it to work

  1. #11
    Corporal
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    Updated first post heavily again...
    1. Replaced scripts to latest version
    2. Changed the FSM picture
    3. Uploaded my FSM file

    ____________________________________________

    Hello there again

    First thing first check at the top of the start.sqf script 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.

    1. 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
    2. When i click on the "Protect Convoy Mission" in the menu it doesnt start the next lot of dialogue.
    3. 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

    edit::: Changed the download link to my FSM file. 2Shared is a rubbish website. Thank god for MediaFire
    Last edited by WoodyUK; Aug 20 2010 at 21:17.

  2. #12
    Ok, first thing: Why do you use "_player" and "player" in your start.sqf? Use "player" OR "mainguy". Same thing for "boss" and "_boss".
    Oh and you don't need the "_this select 0;" unless you want to pass something into the script. If you wish that it would look like this:
    Code:
    _var = _this select 0;
    "start.sqf"Spoiler:

    Now to your questions:
    1. I think there's a problem in your FSM. I'd take a look but i can't open it, always get an error. Did you compile it with the right compile config?

    2. Same thing here, i need the FSM and all the other files to look at.

    3.Well, let's see your description.ext then. Or did you forget to give the boss an identity by:
    Code:
    boss setIdentity "sunny";
    It would be the best if you upload the whole mission including the UNCOMPILED FSM!
    | My Campaigns | Grey Sky | Operation Red Star |

  3. #13
    Corporal
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    Hi there mate again

    Thanks for your help. I did what you told me to do

    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/cizbbd....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 )



    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.
    Last edited by WoodyUK; Aug 21 2010 at 15:41.

  4. #14
    Ah, i see the problem. You let the wrong persons say the wrong sentences.^^
    I fixed it an did a little workaround, now the conversation is working to the point where the player can say "I understand", "Explain again" and "I want another mission". Anyway, here are the changed scripts, i marked the things i added/edited.

    "welcome.bikb"Spoiler:

    "welcome_boss.sqf"
    Spoiler:


    And i changed the FSM a bit. Here i've uploaded the changed files and an old mission from myself where i used the conversation system right at the beginning. To play it you need to have the Mercenaries Mod installed. But you could just look at the scripts of course! If you play it please note that it was part of a campaign i never finished so it might be a bit confusing...

    http://www.mediafire.com/?qy8qx16p1f628lb

  5. #15
    Corporal
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    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

    You are a great community member and helper, you are indeed pete.

    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*

  6. #16
    Thanks mate, it's always a pleasure to help. I thought about doing a tutorial since there's so little information out there but i don't know if i can cover everything that the conversation system has to offer. Well, i see if i can get something useful together.^^

  7. #17
    Master Gunnery Sergeant Wiggum's Avatar
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    Question

    I see here are myn guys who know the conversation system very well.
    So i too have a quick question...

    Is it possible to change the color of the text ?
    The White text is sometimes hard to read...

  8. #18
    Not that i know. You could increase the distance between the two talking persons to force them to use the radio though...

  9. #19
    Master Gunnery Sergeant Wiggum's Avatar
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    Arrow

    Quote Originally Posted by IndeedPete View Post
    Not that i know. You could increase the distance between the two talking persons to force them to use the radio though...
    Mhhh, but the you would have give the unit a group identity and will always see a 1 behind the name...

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