Example mission
And finally, here it is. The example mission contains everything that has been explained here and shows you mainly how to manage the files. It contains voice samples from the Harvest Red campaign, please don't be surprised that the conversation is a bit out of context
Get it here: http://www.filefront.com/15184105/convsExample.utes.zip
File is Unavailable.
Please, give worker an example.
I tried to get it work on a simple test mission without sound files.
I have a soldier s1 and put in his init:
s1 kbAddTopic ["talk", talk.bikb]
talk.bikb:
Code:
class Sentences
{
class example_01
{
text = "Hello Bret.";
speech[] = {""};
class Arguments {};
};
class example_02
{
text = "Oh, hello Jemaine.";
speech[] = {""};
class Arguments {};
}
};
class Arguments{};
class Special{};
startWithVocal[] = {hour};
startWithConsonant[] = {europe, university}
But it dont works, ArmA2 just crash. Can someone help ?
Quick question-
I've got the basic conversation working now, where you can select a single answer which will then close the conversation.
Is there a simple way to have the conversation menu open again once you've received the reply, with the conversation options you had previously, but minus the ones you've selected already?
I haven't had much luck using "if" cases within the switch-case-do (i.e. "If I've already asked this, don't show it as an option.").
//once you receive the Villager's return Welcome, give the Option for any of the three sentences below
switch (_sentenceId) do {
case "intel_villager1_welcome": {
BIS_convMenu = BIS_convMenu + [["Ask Question 1.", _topic, "intel_translator_Q1_0", []]];
BIS_convMenu = BIS_convMenu + [["Ask Question 2.", _topic, "intel_translator_Q2_0", []]];
BIS_convMenu = BIS_convMenu + [["Thank the Villager.", _topic, "intel_translator_thanks", []]];
};
//if you ahaven't asked Question 2 yet, give the Option to do so once receiving "Answer 1"
case "intel_villager1_A1_0": {
if not (_this kbWasSaid [_from, _topic, "intel_translator_Q2_0", 999999]) then {BIS_convMenu = BIS_convMenu + [["Ask Question 2.", _topic, "intel_translator_Q2_0", []]]; };
BIS_convMenu = BIS_convMenu + [["Thank the Villager.", _topic, "intel_translator_thanks", []]];
};
//if you haven't asked about Question 1 yet, give the Option to do so once receiving "Answer 2"
case "intel_villager1_A2_0": {
if not (_this kbWasSaid [_from, _topic, "intel_translator_Q1_0", 999999]) then {BIS_convMenu = BIS_convMenu + [["Ask Question 1.", _topic, "intel_translator_Q1_0", []]]; };
BIS_convMenu = BIS_convMenu + [["Thank the Villager.", _topic, "intel_translator_thanks", []]];
};
};
Hi all. Could I ask someone to explain me how exactly these conversations work. I don't need anything fancy like choosing your answers yet.I need to keep it simple so that the conversation goes on by itself. I tried creating talk.bikb but how do you actually make it work? Ive tried without success. Is there just a trigger where I need to type execute talk.bikb or something?
I really don't get it, maximum I got was made Arma2 crash like 5 times in a row because it didn't like how I wrote the bibk. file, would be really good if it didn't crash but just showed me the error without exiting the whole game it gets too frustrating now.
The example mission didn't help at all. It just got me confused even more.
Could someone post how to make it simple, like in an intro a camera fly's in a trigger and the text starts going (I plan adding voices later when I actually learn how to make even the simplest conversations) or if player enters the zone and starts talking with other people? Thanks for your patience.
Last edited by ediko911; Apr 6 2010 at 20:09.
Reason: Grammar