Arma 3
Hcoll NPC Dialog
103 Comments
[THC] Cunamo  [author] 28 Aug @ 9:10am 
you would need a translucent PAA. As for the offset it could well be a resolution thing, Arma is a mess with resolutions internally, from my experience.
honger 27 Aug @ 1:56am 
Is there a way to disable the background entirely now, or do I have to add an empty PAA to the mission file?

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.
[THC] Cunamo  [author] 15 Aug @ 2:50pm 
happy to hear it helps, let me know if you run into any issues
A Harmless Avacado 15 Aug @ 2:42pm 
Thank you for making this, I was trying to do this myself but suck at scripting and I love you for making this, like-- a burning passion. Who ever you are.

(I haven't tried it yet but I will download your mod soon)
GOMZLIKE 12 Aug @ 7:29pm 
[THC] Cunamo, it was skip waypoint in trigger. I got it.
[THC] Cunamo  [author] 5 Aug @ 2:10am 
@GOMZLIKE you can try to ctrl-c the working setup, then open your mission and ctrl-v it in there. then something else in your mission is triggering the condition. What is the condition of the trigger?
GOMZLIKE 4 Aug @ 7:36am 
@ A. Ares, yes. The triggers are same.
A. Ares 1 Aug @ 8:17am 
@GOMZLIKE, this sounds more like a trigger setup than mod's issue! Do you use exactly the same triggers every time?
GOMZLIKE 1 Aug @ 6:15am 
the dialog shown up no matter of condition. when I set the trigger and the blufor condition, the dialog is triggered immediately at the beginning of the mission without satisfying the condition. Although when I create a new mission and do everything exactly the same, it works. That is, it works every other time,
S T A T I C 21 Jul @ 11:46am 
alright! I appreciate your response, have a good one :D
[THC] Cunamo  [author] 21 Jul @ 10:03am 
@tooffert i made a little test setup for it, so if you need an example add me on steam.
[THC] Cunamo  [author] 21 Jul @ 8:35am 
@Static, it wont work for zeus im afraid.
@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.
S T A T I C 20 Jul @ 5:42pm 
Hey bro! this may be a really dumb question (it probably is, I've never done stuff for Arma-3 other than playing Game Master and doing base game missions) but, is there anyway this could work in gamemaster? I ask cause I had some ideas with a friend but, I'm not sure if there would be any way this would work, thanks! (Again, this is probably a stupid question, sorry if it is)
Infallible Kitten 20 Jul @ 4:12pm 
@Tooffert you need to have the conversation set a variable. Then have another trigger looking for that variable, which will then allow you to choose a dialog option. Example:

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.
Tooffert 20 Jul @ 3:31pm 
Can you make it so the player can answer?
KyanPepper 14 Jul @ 9:05am 
@fortnitebotgvk I just time it.
I'll have a npc talk and just time how long it takes, then add that time into the trigger
[THC] Cunamo  [author] 14 Jul @ 7:11am 
Not in the same way as you use a trigger, but there is a code block for code to run after the dialog line is done. There you can run the code directly, or set up a normal trigger to listen to a variable, then set that variable to true. add me if you get stuck on it.
fortnitebotgvk 13 Jul @ 4:59pm 
can these be used as triggers, i wanna make a task appear after the dialogue finishes?
[THC] Cunamo  [author] 30 Apr @ 1:12pm 
@mr. remember: we use it on a dedicated, should be fine, just remember that the module runs client side.
KyanPepper 30 Apr @ 9:34am 
Oh my god WHERE WAS THIS ALL MY LIFE!
Mr. Remember 29 Apr @ 5:38pm 
Having trouble getting this to work on a Dedicated Server. Does anyone have a quick guide or suggestions to get this running on a Multiplayer Server?
Abstract 17 Apr @ 1:12am 
I did do that with multiple times, still didnt work for some reason
[THC] Cunamo  [author] 17 Apr @ 1:05am 
Path is relative to the root folder of the mission, so if you have Mugshot.paa and its in the root folder next to the mission.sqm, then the path in the module should be "Mugshot.paa". Try putting the image on a user texture object or empty whiteboard object, see if the game accepts it in general.
Infallible Kitten 16 Apr @ 9:07pm 
Here, just put a link.
Abstract 16 Apr @ 7:41pm 
@Infallible Kitten
I don't understand? where do you want me to post them?
Infallible Kitten 16 Apr @ 7:04pm 
@Abstrat, can you post images of your mission folder and how you have the pathing in the module? I also used 512x512 images but I dont think it matters as long as its a power of 2.
Abstract 16 Apr @ 6:39pm 
Hello
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
Oscar-101 24 Mar @ 1:53pm 
YIPPEE SERVER BIKEY
Oscar-101 23 Mar @ 10:17am 
Bikey^2
Oscar-101 20 Mar @ 8:43pm 
I see no Bikey, everything else is there but no keys folder with a Bikey
Oscar-101 19 Mar @ 6:13pm 
thank you
[THC] Cunamo  [author] 19 Mar @ 12:43pm 
Ow and feel free to add me and poke me directly if you encounter an issue. Steam absolutely sucks at informing me of comments here. MadSoloSniper's message is the only one i was notified of and only really today.
[THC] Cunamo  [author] 19 Mar @ 12:39pm 
should be fixed now, i don't know if the issue will return as i have no idea how it was possible in the first place. my local copy is fine, but once pushed it to the workshop, the PBO file was missing all the .sqf .cpp and .hpp files, all the code files basically.
MadSoloSniper 15 Mar @ 8:54am 
I second the comment of @Molten - getting the same error, thought it was me, let us know when it's sorted. Thanks, love the MOD so far.
Molten 15 Mar @ 7:00am 
I think you might have removed your primary function that runs the mod. That or you removed the executable command that does everything. Since I too am getting: "Script\HCOLL_NpcDialog\functions\fn_NpcDialogTalk.sqf"

Since your latest update.
MATTOS 15 Mar @ 5:06am 
the mod is not working I lost the entire mission designed with dialogue.. I'm waiting for an update... Thank you
Marlboro Man 14 Mar @ 6:52pm 
Yeah, the chats no longer pop up
Hatsumi 14 Mar @ 1:10pm 
After lastest update the chat no longer pops up with text and now idk what to do for my op tomorrow lol
Dutch 14 Mar @ 8:28am 
Strange error after the latest update.
"Script\HCOLL_NpcDialog\functions\fn_NpcDialogTalk.sqf" not found.
Tried redownloading, no fix. Only mod ran.
[THC] Cunamo  [author] 13 Mar @ 1:10pm 
@S.Fox.C.Koneko that's an odd one, but i have heard other modders complain about the scheduler becoming bogged down. If that is the case there is not much i can do about that, its an engine problem. But ill see what it could be.

@Oscar-101 ill take a look.
Oscar-101 13 Mar @ 12:36pm 
for some odd reason, the Bikey is no longer there, Could you make sure a Bikey is added so that we may use this amazing mod for servers
S.Fox.C.Koneko 9 Mar @ 2:04pm 
any idea why it just refuses to activate after an 1-2h of op? it works fine before/start of missions but for when need to it appear near the end it just wont, longer the op goes results in it not working if that makes sense
MecTb_Ka6aHa 20 Feb @ 11:13am 
but no lines in config.cpp about classes.
MecTb_Ka6aHa 20 Feb @ 11:04am 
and this one for recievers:

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{};
MecTb_Ka6aHa 20 Feb @ 11:03am 
the proplem in that there is no class info. We have this lines in NpcDialogueTalk.sqf:

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;}; };
};
MecTb_Ka6aHa 20 Feb @ 10:49am 
That means that we can't use .ogg file and sounds for only one side.
The other part of the code is used for simple dialogue promt (It has all the classes for each side).
MecTb_Ka6aHa 20 Feb @ 10:43am 
{
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.
Condasoft 20 Feb @ 8:04am 
Our mods should make a baby together.
Infallible Kitten 19 Feb @ 10:56am 
@[KaPuHo4Ka] | MecTb_Ka6aHa thank you.
MecTb_Ka6aHa 19 Feb @ 4:44am 
I think I'll make a Guide about it in Rus\Eng languages about this mod.
I hope the author this mod won't mind.