OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Aneurysm on 06 Jan 2003, 23:36:01
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Hello again, I've been having a bit of difficulty in getting (text) radio messages to work. I know the command: <playername sidechat "SPEACH HERE"> but it only works for my own soldier.
For example, in this mission I'm hunting down and rescuing the pilots of a downed helicopter before the ruskies get them. When they join up with my group I want some radio chatter like, "Pilot1: Christ, are we glad to see you guys!" etc.
I have a pilot called "pilot1" but when I type: <pilot1 sidechat "Speach here"> it doesn't work. Seems a bit odd.
I've also been trying to reverse engineer a command I found in a tutorial mission but I can't make heads or tales of it: <text2=true; Papabear = [West, "HQ"]; papabear sidechat "SPEACH HERE">
I uderstand the first part, it just activates another speach trigger called "text2" and the last part, thats the actual command to make a radio message from "Papabear" But the middle part - is it just telling the editor who Papabear is? Is this why in my mission I couldn't get "Pilot1" to talk? Does he need to be called something?
Thanks.
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Apart from "sidechat" you can use "Globalchat".
This is for alfonso types, wanna flash their sayings to the world. ::)
;D nah, its to let a ruskin be heard by, say a resy d00d or so.
Another thing is "GroupChat" :o
Oh, and "VehicleChat" is talk between the crew of some vehicle, like a shopping cart :) ( ::) )
and you can define names in the "description.ext" file like this :
================================================
class CfgIdentities
{
class Tombster
{
name = "Tombster";
face = "face5";
glasses = "nope! But shades indeed"; 8) ;D j/k it could of been "none".
speaker = "John";
pitch = 1.05;
};
};
then in the units init put
this setidentity "Tombster" ;)
===========================================0
And a trigger that will be activated at the start of the mission
(e.g. west present) and placed over some western poophead
could then in the 'on activation field' read som'n like:
Papabear = [West, "HQ"]
and to make him speak, just write:
papabear sidechat "blablabla"
Ya can also use:
"HQ"
"Base"
"Airbase"
===================== :-*
PS.
in resistance:
HQ and Base will give you PAPA_BEAR and "Airbase" would give ya Fireflybase.
would that be it, mylordship? ??? :)
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Howdy
Does it work at all? It seems what you want is to get a message like this: Pilot 1: Hello!!!. However, you will always get a message like this: Alpha Black 1: Hello!!!, because OFP doesn't show the name of the unit is talking but the name it has in its group. So do you get a message, or you get nothing at all? If you get nothing, check if your unit is on the same side as the unit who says the radio message.
About the papa_bear thing, this line: Papabear = [West, "HQ"] sets that when the game works with the word "papabear" it will be... let's say... read as [West,"HQ"]. It only makes working with it easier. You could put [West,"HQ"] sidechat "Hola!" withough problems, but when you have many messages, it is a little annoying, so you put papabear (which is easier to type) instead of the whole thing.
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Damn, you posted first :P. Anyway, Tomb are you sure you can see a unit's name in the chat text by setting his identity? I think it only works with the player, I'm not sure though, but I think I've tried that before.
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hmm, yanno seanver.... ppl have actually started to believe that Tomb is one of the
original fraggles :o ;D the question is: WHICH ONE ???
I'd put my money on the one w/ the yellow hair :)
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??? ??? ??? ??? ??? ???
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;D
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39 seconds, what a fast answer :o
[EDIT]
By the way, when I was a child, I was frightened of such monsters!! :-[ :-[ :-[ :'(
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I put ma money on da Yellow greenish 1 :o
::) ::) ::) ::) ::)
;D
::) ::) ::) ::) ::)
LCD OUT