# Thread: New conversation system how-to

1. Thanks, i realy tried it with your instructions, but i did not get it. now i am able to continue my campagne! thanx

2. How would you do if you'd want to add a topic to all civilian ? wheter they're generated by ALICE or not

3. Code:
{if (side _x == Civilian) then {_x kbAddTopic [. . .]}} forEach allUnits

4. I just dont get it with this fsm-files, pretty difficult. I read a lot, but it is still hard. but in the beginning you say there is a "Manual" conversation flow. How do i start this manual conversation? i tried it with a sqf file, but it does not work.

and another question: i want to avoid the player from moving. he should only be able to move his head. how and where do i implement this condition?

5. Sorry but is there somewhere a reference for all the default voice classnames so i could like use the phrases from the game like you did in your example mission. Thanks in advance

6. All dubbing soundfiles are packed in addon dubbing.pbo. Conversation sentences are defined in .bikb files located in every mission folder, subfolder \kb.

7. This is working great for me.

But there are some words (That I really really need), that I can't make the unit say :/

This is not my real sentence, lol, but it works, except "sniper" is not spoken.
In fact, any vehicle is not spoken. I can use SniperRifle, etc., but not vehicles...

Does vehicle words have postfixes or prefixes? Like vehiclesniper or unitsniper, or something?
class Sentences
{
class RequestReinforcements
{
text = "This is sniper";
speech[] = {thisis,sniper};
class Arguments {};
};
};

8. Is it actually possible to define custom words? I see in the config, words are defined like this (see dubbingradio_e.pbo):
Code:
class RadioProtocol_EP1_EN: RadioProtocolBase {

class Words {
sabot = {};
mgun = {};
NO_SPEECH = {};
empty = {};
And = {"DEFAULT\And.ogg"};
Are = {"DEFAULT\Are.ogg"};
...
The natural place do define custom words would be in the description.ext. But I don't see anything mentioned about CfgWords anywhere. So is this currently possible at all (without resorting to addons)? Is it legal to define CfgWords like CfgRadio in the description.ext file? Or shall we use CfgRadio or CfgSounds to define words, would that work?

The biki states that the argument speech is an array of Strings, where each string is an already defined word in configs. So I guess the easiest solution - without the need to actually define custom words - is not legal, i.e. something like this:
Code:
	class
{
text = "\$STR_fullSentence";
speech[] = {"\Sound\part1.ogg", %Number, "\Sound\part2.ogg"};
class Arguments {
class Number {type = "simple";};
};
};
in a bikb file would not work, wouldn't it?

And as for the variable part or the placeholder, %Number in this case, which are later passed along with kbTell.. Shall these sounds be defined as CfgRadio?

9. Further I wonder if it's possible to declare alternative stealth/wisper sounds, which could be used to great effect?
Well, but first we need to know how to define and use custom words. I really hope that this is possible at all, for glueing sentence dynamically together would help a lot with dubbing. The benefits are obvious.

10. Is there any way to let the text disappear faster ?
Because it stays pretty long...

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