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By this I mean if I put some condition in there like 'oksomyguycantalk (set to true or false in another script), it just doesn't work (creates an error). And that's sad, because I think this minor feature would make the whole thing easier to use (requiring less synced modules), especially in complex conversations with various scripts involved.
P.S: I noticed that you can put some common variable as condition like 'alive myguy, but real custom ones as the one in example above just don't work.
Also I noticed that the UI is no longer in the centre but a bit offset to the right. I have to manually set the X to -0.1 for each module. Unless that's some resolution issue, I'm on a 2k screen currently.
(I haven't tried it yet but I will download your mod soon)
@Tooffert, Like Infallible said you can make something with adding and removing custom actions its a bit complicated though. it is on my wish list to add but i haven't found time to work on it in a long time.
innie_ignore_4 addAction ["My Cool Response", {missionNamespace setVariable ["Convo_1_1", true, true];},[],1,false,true,"","_this distance _target < 4"];
Then have a trigger with the Coniditon: !isNil "Convo_1_1"
The trigger is synced to a conversation.
I'll have a npc talk and just time how long it takes, then add that time into the trigger
I don't understand? where do you want me to post them?
I'm having trouble with the mugshot override feature, i can't seem to make it use the paa's im using, i don't know why, ive tried using the path to the file and just having the file in the mission folder aswell. both dont work, ive also made sure they are 256x256 paa's
Since your latest update.
"Script\HCOLL_NpcDialog\functions\fn_NpcDialogTalk.sqf" not found.
Tried redownloading, no fix. Only mod ran.
@Oscar-101 ill take a look.
comment "Do we meet the criteria to recieve this message";
if(typeName _Target == "SIDE") then { if (side player != _Target) then{_InterruptCode = true;}; };
if(typeName _Target == "SCALAR" && !(isNull _PersonTalking)) then { if ((player distance _PersonTalking) > _Target) then{_InterruptCode = true;}; };
if(_Target == "Sync" && !(player in _units)) then {_InterruptCode = true;};
if(!(isNull _PersonTalking)) then {if(!alive _PersonTalking)then{_InterruptCode = true;};};
if(!_activated) then {_InterruptCode = true;};
if(!(call (compile _LineCondition))) then{_InterruptCode = true;};
if(_InterruptCode && !_PassBy) exitWith{};
comment "Defaulting arguments";
_TargetHolder = (_logic getVariable ["HCOLL_NpcDialog_Target", "all"]);
_Target = "all";
switch (_TargetHolder) do
{
case "WEST": {_Target = west;}; case "west": {_Target = west;}; case "blufor": {_Target = west;};
case "EAST": {_Target = east;}; case "east": {_Target = east;}; case "opfor": {_Target = east;};
case "GUER": {_Target = resistance;}; case "guer": {_Target = resistance;}; case "resistance": {_Target = resistance;}; case "independent": {_Target = resistance;};
case "CIV": {_Target = civilian;}; case "civ": {_Target = civilian;}; case "civilian": {_Target = civilian;};
default {_nmb = parseNumber _TargetHolder; if(_nmb != 0) then {_Target = _nmb;} else {_Target = _TargetHolder;}; };
};
The other part of the code is used for simple dialogue promt (It has all the classes for each side).
property = "HCOLL_NpcDialog_Target";
displayName = "Recievers";
tooltip = "All = all players, side name = players on that side, number = players within that distance of speaker, Sync = synced units";
typeName = "STRING";
defaultValue = """all""";
It doesn't work with opfor side. this part of code doesn't contain any info about side names. Dialog promt works for everyone on the server (for blufor and opfor at the same time) and we cant change it.