Arma 3
Hcoll NPC Dialog
110 comentarios
Karelian Mountainkeeper-Hobo 10 NOV a las 1:50 
thx
[THC] Cunamo  [autor] 10 NOV a las 1:38 
@ekho that is most likely an issue with your trigger setup, as they join again the trigger condition is still true, thus the trigger fires. You can use an inbetween trigger, setting a variable and using "publicVariable" https://community.bistudio.com/wiki/publicVariable

@Karelian Yes, it workes in MP, but the module runs client side, so keep that in mind. A server only trigger means that only the server will get the message.

@Firmament they should work just fine, its not something i can influence with the module i think. do you define the variable before the trigger is checked?
Karelian Mountainkeeper-Hobo 9 NOV a las 23:12 
awesome work! works in mp too?
minecraft with gadget 1 NOV a las 21:16 
This is criminally underrated. Adds so much to mission immersion.
Infallible Kitten 24 OCT a las 10:55 
@Ekho1226 I have the same issue, only way ive solved it is by setting up the trigger that has specific conditions that need to be met to show.
Ekho1226 23 OCT a las 15:09 
Shot in the dark here but I'm having a problem where the prompts keep popping up each time a player joins the server (For instance their game crashes out and when they rejoin it plays all the played chats all over again all on top of each other for everyone) If someone might know how to fix this that'd be awesome :D
Firmament 17 SEP a las 7:54 
Awesome mod and everything works fine with modules + triggers but, you know, somewhat I think it would be great if the condition string in a dialog module recognized custom boolean variables (true or false), much like any trigger would do.
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.
[THC] Cunamo  [autor] 28 AGO a las 9:10 
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 AGO a las 1:56 
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  [autor] 15 AGO a las 14:50 
happy to hear it helps, let me know if you run into any issues
A Harmless Avacado 15 AGO a las 14:42 
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 AGO a las 19:29 
[THC] Cunamo, it was skip waypoint in trigger. I got it.
[THC] Cunamo  [autor] 5 AGO a las 2:10 
@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 AGO a las 7:36 
@ A. Ares, yes. The triggers are same.
A. Ares 1 AGO a las 8:17 
@GOMZLIKE, this sounds more like a trigger setup than mod's issue! Do you use exactly the same triggers every time?
GOMZLIKE 1 AGO a las 6:15 
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 a las 11:46 
alright! I appreciate your response, have a good one :D
[THC] Cunamo  [autor] 21 JUL a las 10:03 
@tooffert i made a little test setup for it, so if you need an example add me on steam.
[THC] Cunamo  [autor] 21 JUL a las 8:35 
@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 a las 17:42 
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 a las 16:12 
@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.
Christian Stocker 20 JUL a las 15:31 
Can you make it so the player can answer?
KyanPepper 14 JUL a las 9:05 
@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  [autor] 14 JUL a las 7:11 
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 a las 16:59 
can these be used as triggers, i wanna make a task appear after the dialogue finishes?
[THC] Cunamo  [autor] 30 ABR a las 13:12 
@mr. remember: we use it on a dedicated, should be fine, just remember that the module runs client side.
KyanPepper 30 ABR a las 9:34 
Oh my god WHERE WAS THIS ALL MY LIFE!
Mr. Remember 29 ABR a las 17:38 
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 ABR a las 1:12 
I did do that with multiple times, still didnt work for some reason
[THC] Cunamo  [autor] 17 ABR a las 1:05 
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 ABR a las 21:07 
Here, just put a link.
Abstract 16 ABR a las 19:41 
@Infallible Kitten
I don't understand? where do you want me to post them?
Infallible Kitten 16 ABR a las 19:04 
@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 ABR a las 18:39 
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 a las 13:53 
YIPPEE SERVER BIKEY
Oscar-101 23 MAR a las 10:17 
Bikey^2
Oscar-101 20 MAR a las 20:43 
I see no Bikey, everything else is there but no keys folder with a Bikey
Oscar-101 19 MAR a las 18:13 
thank you
[THC] Cunamo  [autor] 19 MAR a las 12:43 
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  [autor] 19 MAR a las 12:39 
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 a las 8:54 
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 a las 7:00 
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 a las 5:06 
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 a las 18:52 
Yeah, the chats no longer pop up
Hatsumi 14 MAR a las 13:10 
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 a las 8:28 
Strange error after the latest update.
"Script\HCOLL_NpcDialog\functions\fn_NpcDialogTalk.sqf" not found.
Tried redownloading, no fix. Only mod ran.
[THC] Cunamo  [autor] 13 MAR a las 13:10 
@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 a las 12:36 
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 a las 14:04 
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 a las 11:13 
but no lines in config.cpp about classes.