Arma 3
Hcoll NPC Dialog
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更新:2024年10月29日 @ 11時25分
更新者:[THC] Cunamo

Bug fix

更新:2024年10月29日 @ 10時43分
更新者:[THC] Cunamo

Added mission variable "HCOLL_NPCDialog_DialogActive" that will be true while a dialog is running for the active player.
This variable is NOT synced over network, its only true for players that have an active dialog running.

更新:2024年7月17日 @ 14時24分
更新者:[THC] Cunamo

Added more robust handeling of side selection for filtering messages,
Old one took:
WEST EAST GUER CIV
New one takes:
WEST west blufor EAST east opfor GUER resistance independent CIV civ civilian

更新:2024年7月12日 @ 9時13分
更新者:[THC] Cunamo

Fixed issue with mugshot override in follow up lines

更新:2024年2月25日 @ 9時50分
更新者:[THC] Cunamo

Added dropdown with mugshots to the full version of the module as well and made the manual path an override for it.
Added custom GUI component, mod no longer uses standard bis_fnc_dynamictext. This will allow more options to be added in the future and should improve reliability.

更新:2024年2月25日 @ 4時26分
更新者:[THC] Cunamo

Changed follow up lines to run synchronusly rather then being seperate calls via the scheduler.

更新:2024年1月31日 @ 12時54分
更新者:[THC] Cunamo

Pushing the smae update again because steam workshop seems to have corruped the mod on their end.
Also added new image

更新:2024年1月29日 @ 5時29分
更新者:[THC] Cunamo

Fixed bugs, added icons and repeating feature, added follow-up module

- Dialog module is no longer disposed after triggering, allowing dialog to be repeated with a repeatable trigger.
- Patched “Recievers“ argument, should work as intended now, I did have to remove the support for arraylists die to scripting limitations, for now.
- Added icons or modules
- Added follow-up module. This module can be chain linked to a dialog prompt to create follow up promts, more info in description.
- The “before“ code is now blocking, meaning the dialog line will not trigger until that code has run
- Fixed some spelling errors, probably added new ones too

New Module: Follow-up

The new “Follow Up Prompt“ module works mostly like the main dialog module, but acts as a follow up line in the conversations or monologue. It is triggered by a synced main dialog module or another “Follow Up Prompt“ module. They do not do anything on there own and a main dialog module is needed to start the chain of dialog. You can chain “Follow Up Prompt“ module as much as you like, even mixing simple and normal versions.

The “Follow Up Prompt“ module has 2 unique attributes:
- Condition - must be true for this follow up line to be triggered.
- PassBy - If true this follow up line is simple skipped if the condition is not met, if false the entire conversation will end here if the condition is not met.

更新:2023年1月17日 @ 8時43分

Added the ability to run code at the start and end of a line of dialog.

更新:2022年11月19日 @ 15時01分

Changed voice over files to work via CfgSounds from the description.ext, see https://community.bistudio.com/wiki/Description.ext#CfgSounds