OFPEC Forum

Editors Depot - Mission Editing and Scripting => ArmA - Editing/Scripting Resources Beta Testing & Submission => Topic started by: LCD on 23 Jan 2008, 13:30:45

Title: LCD_convo
Post by: LCD on 23 Jan 2008, 13:30:45
dis is my dialogues making utilty... based on da SOW_dialog maker (or somin like dat... i just had dis thing 4 a day... and deleted it... but da function proceses da info in a similar way...)  used alot in da O-Team mision... basicly it gives u da option 2 create dialogs between da AI and player... RPG-style.... da script allows for 5 possible difrent responses :D

useage : 1st u need 2 create a file dat da mision can process (example in dis mision is da "BrakTalk.sqf") and preprocessfilelinenumbers on it (example : mySpeechArray = call compile preprocessfilelinenumbers "BrakTalk.sqf";)

also u need 2 put da folowing lines in ur description.ext :
#include "LCD_basedef.hpp"
#include "LCD_multichoise.hpp"

now 2 start da conversation u need da following script line

[AItalker, SpeechName, Player,Screen (TorF)] execVM "LCD_convo.sqf";

for example

[General, mySpeechArray, player, true] execvm "LCD_convo.sqf";

will have a conversation between da player and general w/ a screen showed around da screen :D

check da example mision.... :D

----------------------------------------

feel free 2 edit dis file 2 fit 4 ur mision

LCD OUT
Title: Re: LCD_convo
Post by: LeeHunt on 24 Jan 2008, 19:46:04
hey LCD, i am very interested in this!!  Will take a look at this and your other submissions this weekend :)
Title: Re: LCD_convo
Post by: MattiusRochelle on 24 Jan 2008, 20:54:26
It would help for us non english peeps with being a OPEC staff member to type in proper english as its very hard to understand what you are saying.. Da? Dis? Somin?  ???
Title: Re: LCD_convo
Post by: Wolfrug on 24 Jan 2008, 22:57:54
@Mattius (http://www.ofpec.com/forum/index.php?topic=30023.0)

/off topic

I should check out what changes LCD has actually done to this...although I don't really get the point with limiting the answers to just 5.  :dunno: Seeing as the original SOW dialog allowed endless amounts...

Wolfrug out.
Title: Re: LCD_convo
Post by: Planck on 24 Jan 2008, 23:01:25
Here for those having difficulty understanding LCD, here is a translation.

As you can see differences are minimal, but owing to the fact that not everyone has english as a first language (including LCD), I thought I would help.

Quote
This is my dialogue making utilty... based on the SOW_dialog maker (or something like that... I just had this thing for a day... and deleted it... but the function processes the info in a similar way...)  used a lot in the O-Team mission... basically it gives you the option to create dialogs between the AI and player... RPG-style.... the script allows for 5 possible different responses.  :D

Useage : First you need to create a file that the mission can process (example in this mision is the "BrakTalk.sqf") and preprocessfilelinenumbers on it (example : mySpeechArray = call compile preprocessfilelinenumbers "BrakTalk.sqf" ;)

Also you need to put the folowing lines in your description.ext :
#include "LCD_basedef.hpp"
#include "LCD_multichoise.hpp"

Now to start the conversation you need the following script line

[AItalker, SpeechName, Player,Screen (TorF)] execVM "LCD_convo.sqf";

For example

[General, mySpeechArray, player, true] execvm "LCD_convo.sqf";

will have a conversation between the player and general w/ a screen showed around the screen  :D

Check the example mission....  :D

----------------------------------------

Feel free to edit this file to fit for your mission.

LCD OUT


Planck
Title: Re: LCD_convo
Post by: LCD on 25 Jan 2008, 10:48:18
thx plank 4 da translation :D

@ wolfrug : its just a difrence between how each of us have done em... they have done it w/ a list and i w/ difrent activetexts... so u cud probably edit da whole thing a litle and have endless answers 2 :P

LCD OUT
Title: Re: LCD_convo
Post by: Mandoble on 26 Jan 2008, 11:32:35
Back on topic  :)