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    • Hi i have a question how is it currently working for you ? I have : class CfgSentences
      {
          class ConversationsAtBase
          {
              class Briefing
              {
                  file = "brief.bikb";
                  #include "brief.bikb"
              };
          };
          
          class ConversationsAtOutpost
          {
              class Outpost
              {
                  file = "taskone.bikb";
                  #include "taskone.bikb"
              };
          };
      }; and run via trigger : nul = execVM "chat1.sqf"; . and it throws me an error that the class ConversationAtBase cannot be found. I have chat1.sqf to run the dialog for briefing and chat2.sqf to run the trigger after the task is completed. Everything is put in the same folder where the mission is stored.  brief.bikb :
      class Sentences
      {
          class Brief_Jenda_Line_1
          {
              text = "Hello gentlemen, I have a mission for you. You scouts need to climb the hill north of here. It's somewhere between the road and the shithole town of Kundshalaka. There's an anti-aircraft detachment of those goatmen there, and the helicopters can't fly because of it."
              speech[] = { "\chat\t1.ogg" };
              class Arguments {};
              actor = "Jenda";
          };     class Brief_Matous_Line_2
          {
              text = "Understood, sir. I'll pack up my men and we'll go shoot them."
              speech[] = { "\chat\t2.ogg" };
              class Arguments {};
              actor = "Matous";
          };
          
          class Brief_Jenda_Line_3
          {
              text = "That's not all Sarge . When you clear this you need to go down to the town between Shakalaka and some Yakavlanka's factory . The civilians are said to have some important information so ask them what they know."
              speech[] = { "\chat\t3.ogg" };
              class Arguments {};
              actor = "Jenda";
          };
          
          class Brief_Matous_Line_4
          {
              text = "Yes, sir. I understand, sir. Chalpy let's go get 'em."
              speech[] = { "\chat\t4.ogg" };
              class Arguments {};
              actor = "Matous";
          };     class Brief_Patrik_Line_5
          {
              text = "Yes sir..... Let's unleash the carnage!!!!!"
              speech[] = { "\chat\t5.ogg" };
              class Arguments {};
              actor = "Patrick";
          };
      }; class Arguments {};
      class Special {};
      startWithVocal[] = {hour};
      startWithConsonant[] = {europe, university}; . chat1.sqf :
      ["Briefing", "ConversationsAtBase"] call bis_fnc_kbtell; chat2.sqf :
      ["Outpost", "ConversationsAtOutpost"] call bis_fnc_kbtell; taskone : 
      class Sentences
      {
          class Outpost_Matous_Line_1
          {
              text = "Alpha 1-1 to Hotel 1-1. The anti-aircraft detachment has been successfully destroyed. Receiving."
              speech[] = { "\chat\o1.ogg" };
              class Arguments {};
              actor = "Matous";
          };
          
          class class class Outpost_Jenda_Line_2
          {
              text = "Hotel 1-1 Roger. Alpha 1-1, move to the factory and ask the civilians what they need. The helicopter crew can get ready. You may need reception."
              speech[] = { "chat1.ogg" };
              class Arguments {};
              actor = "Jenda";
          };
          
          class Brief_Matous_Line_3
          {
              text = "Roger. Let's move to the factory over."
              speech[] = { "\chat\o3.ogg" };
              class Arguments {};
              actor = "Matous";
          };     class Brief_Ondra_Line_4
          {
              text = "Roger. Let's get the helicopters ready. In case we need to support the boys. Over."
              speech[] = { "\chat\o5.ogg" }
              class Arguments {};
              actor = "Ondra";
          };
      }; class Arguments {};
      class Special {};
      startWithVocal[] = {hour};
      startWithConsonant[] = {europe, university};
    • Hi i have a question how is it currently working for you ? I have : class CfgSentences
      {
          class ConversationsAtBase
          {
              class Briefing
              {
                  file = "brief.bikb";
                  #include "brief.bikb"
              };
          };
          
          class ConversationsAtOutpost
          {
              class Outpost
              {
                  file = "taskone.bikb";
                  #include "taskone.bikb"
              };
          };
      }; and run via trigger : nul = execVM "chat1.sqf"; . And I get an error that they can't find the ConversationAtBase class Translated with DeepL.com (free version)
    • 2.16.151806 new PROFILING branch with PERFORMANCE binaries, v5, server and client, windows 64-bit, linux server 64-bit  - Added: Map markers are now visible in 3D in Eden Editor - https://feedback.bistudio.com/T172248  - Tweaked: getAttackTarget now shows targets earlier - https://feedback.bistudio.com/T154359  - Fixed: Unarmed units were unable to get up after being unconscious (they would be stuck in a lying on ground animation) - https://feedback.bistudio.com/T63879  - Fixed: Preprocessor would print "Invalid file name" on error, instead of printing the actual error  - Fixed: High-resolution procedural textures with too few mipmaps might not be rendered on the screen - https://feedback.bistudio.com/T180876  - Fixed: Some cases where UI to Texture would not load other textures referenced in the display on first render - https://feedback.bistudio.com/T180876  - Fixed: Crash when saving the game with a script-created #lightreflector in the world - https://feedback.bistudio.com/T179975  - Fixed: Magazines added via addXXXCargo commands were not recognized - https://feedback.bistudio.com/T74244  - Fixed: Could not scroll the player list in the role selection screen (it would always reset scroll back to top) - https://feedback.bistudio.com/T180434  - Fixed: The scrollbar in the role selection screen obscured the player mute button - https://feedback.bistudio.com/T180434  - Fixed: The player mute button in the role selection list would mute the wrong player, if the list was scrolled down - https://feedback.bistudio.com/T180434  - Fixed: Eden Editor multiplayer missions would apply the player name to the "player" unit, even if a different "playable" unit was chosen   If you don't want to use the Steam branch, the files are also available for alternative download here:
      https://drive.google.com/drive/folders/15p9j7C2nHUt6NoVfChX4YFuqzFXzblJh Note: There are separate Dll files that also need to be placed into Game folder.
    • Ok I downloaded a ECP mod and my campaign is from start and sometimes error shows that I have low memory
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