OFPEC Forum
Editors Depot - Mission Editing and Scripting => Arma2 - Editing/Scripting General => Topic started by: JamesF1 on 13 Jan 2010, 00:23:11
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I've tried all the various means of disabling conversations:
soldier1 disableConversation true;
soldier1 setVariable ["BIS_noCoreConversations", true];
enableRadio false;
All of these, as normal, work in the mission itself... but I'm still getting all the "Hi dude." crap in my intro. I've tried initialising from individual unit init lines (in the intro), I've tried it in my intro camera script (before anything else, or after a bunch of other stuff, or after a small 'sleep')... and I keep getting the messages.
Any clues? I'm probably missing something obvious - but, hey :)
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intro means SP, type intro right?
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Yup, it's SP, and selecting 'Intro' from the drop-down in the editor. Everything else works fine, I just can't get 'em to stop conversing with the camera/each other!
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Did you add the command to everyone or just the player character? Maybe the different ai groups are start talking when they are close to each other.
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I've tried both approaches, neither seems to work adequately. :( I think the problem is more them talking amongst each other, as the player unit is a long distance away (and I've even tried switching it to the other side, just in case).
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what about disable radio?
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Do you mean removing the actual radio item, or doing:
enableRadio false;
(in that case, I've already tried).
I'm just puzzled more than anything. :dunno:
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Where exactly have you tried using those lines?
Have you tried creating initIntro.sqf and putting them there?
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I've tried various permutations of the above commands in the player init, the units' individual inits, and in my intro camera script before anything else.
I've tried putting it in initIntro.sqf - but it seems to never get executed at all. I'm sure I'm missing something here, but I'm really not sure what :dunno:
Thanks for the suggestions thus far, though, guys :good:
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I've tried putting it in initIntro.sqf - but it seems to never get executed at all
Odd, just tested this myself and it seems to get executed just fine, as long as you preview it in the intro "section".
It also nicely prevented the soldiers from speaking to each other..
My magnificent intro was constructed so that dude1 was standing alone and then dude2 walks to him (previewed via player), no camera scripting involved..
The initIntro.sqf contains:
enableRadio false;
{_x disableConversation true} forEach [dude1,dude2,player];
{_x setVariable ["BIS_noCoreConversations", true]} forEach [dude1,dude2,player];
There however seems to be a weird bug in the game regarding this:
If I let those two guys speak in one preview, then add that stuff into the initIntro and preview again the global radio output text of what they said to each other on the previous run is displayed from the second the intro starts regardless of what enableRadio is set to (and the guys of course won't speak to each other).. ???
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How peculiar. :dunno: My problem isn't that you can hear them, (it's an island intro, technically) but simply that the global radio text just appears - the same as you just suggested.
Thanks for your efforts - I guess I just keep looking for ways to make them shut up :D
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If anyone can figure out a script-based way to shut the friendly AI the **** up, that would be wonderful! It's really annoying to be constantly bombarded with their "Go! I'm covering! Go! I'm covering! Go! I'm covering! Move out!" crap. Ideally, they'd be capable of reporting enemy contacts without feeling the need to inform the world whenever they change their stance.