Page 2 of 8 FirstFirst 123456 ... LastLast
Results 11 to 20 of 75

  Click here to go to the first Developer post in this thread.  

Thread: New conversation system how-to

  1. #11
    Sergeant Major IndeedPete's Avatar
    Join Date
    Jun 14 2009
    Location
    Niedersachsen, Germany
    Posts
    1,743
    Thanks man! I just finished my first conversation with multiple choice!

  2. #12
    Thanks for the example mission !
    Hope i get it now...

    I wanted to try it without Speechsamples first. But i dont get where you create the Subtitles[Texts only] for Speech Files.
    Talking about this


    text = "$STR_shaftoe_briefing_m_0"; [ where is that File???]
    speech[] = {"\ca\dubbing\C0_FirstToFight\shaftoe_briefing\sha ftoe_briefing_M_0.ogg"};
    Last edited by Himmelsfeuer; Dec 22 2009 at 22:26.

  3.   Click here to go to the next Developer post in this thread.   #13
    BI Developer Jezuro's Avatar
    Join Date
    Nov 8 2002
    Location
    Czech Republic
    Posts
    201
    Author of the Thread
    The strings I used are defined in the core stringtable. The engine looks there if it can't find the string ID in the mission's stringtable.
    The game, Mrs. Hudson, is ON!

  4. #14
    Thanks very much for the tutorial, its not really easy with the FSM, but if you get behind it, you can do it with some work and without much scriptingknowledge....still i need yours now;-)

    Is it possible to use the FSM Conditionfield with waypoints and triggers?
    I want to start a AI Action if you has chosen a specific Topic Answer, how would you do it? Thanks!

  5. #15
    Sergeant Major IndeedPete's Avatar
    Join Date
    Jun 14 2009
    Location
    Niedersachsen, Germany
    Posts
    1,743
    Hm, i think that's possible. I'd use variables. So a var is set to true if you chose a specific answer. Then you need a trigger wich checks for the variable.

  6. #16
    Sergeant Major IndeedPete's Avatar
    Join Date
    Jun 14 2009
    Location
    Niedersachsen, Germany
    Posts
    1,743
    Argh, i've got a situation here wich is driving me mad!

    I just want to create a little briefing where two people telling the player what's going on and the player can ask a few questions. But it doesns't work at all! I made a small test mission a few days ago to learn how to create such conversations with success. And now i did the same things as in my test mission, only in a bigger dimension but - no success! There's no error in the .rpt, so i got no clue what it might be. But i have the suspicion that the FSMs aren't triggered at all. Anyway, here're the basic files i use:

    "init.sqf"
    Spoiler:


    "start.sqf"
    Spoiler:


    "startDoe.sqf"
    Spoiler:


    "start.bikb"
    Spoiler:


    And here are two pictures of the FSMs:
    Spoiler:


    And here's a link to the WIP mission if you wanna take a look: http://www.filefront.com/15247029/GS....Chernarus.rar

    I'd really appriciate some help!

    Edit: The mission requires ACE2!
    Last edited by IndeedPete; Dec 30 2009 at 02:41.

  7. #17
    Finally! Thank you BI

  8. #18
    Sergeant Major IndeedPete's Avatar
    Join Date
    Jun 14 2009
    Location
    Niedersachsen, Germany
    Posts
    1,743
    Bump. If anyone with a bit of knowlegde about FSMs would take a look at my problem please. I still have no clue where the mistake is and i'd really, really appreciate some help!

  9. #19
    Sergeant Major IndeedPete's Avatar
    Join Date
    Jun 14 2009
    Location
    Niedersachsen, Germany
    Posts
    1,743
    Ha, i got it! Somehow, one of the guys didn't receive some sentences, so he couldn't answer...

  10.   Click here to go to the next Developer post in this thread.   #20
    BI Developer Jezuro's Avatar
    Join Date
    Nov 8 2002
    Location
    Czech Republic
    Posts
    201
    Author of the Thread
    Don't forget that you can't use either sleep or waitUntil in the FSMs as they're pre-compiled. If you need to add a delay into the code, you have to start a new script scope via spawn.

    ---------- Post added at 12:16 PM ---------- Previous post was at 11:51 AM ----------

    First post updated with main advantages and manual conversation control.

Page 2 of 8 FirstFirst 123456 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •