Arma 3
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Hcoll NPC Dialog
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Data Type: Mod
Mod Type: Mechanics, Sound
File Size
Posted
Updated
3.273 MB
Oct 16, 2022 @ 5:54am
Mar 24 @ 10:56am
22 Change Notes ( view )

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Hcoll NPC Dialog

Description
Hermit Collective NPC Dialog

This mod aims to make it easier to have NPCs communicate with players so you can more easily add a story to your OPs. It has the following features:

- Display text in a box at the bottom of the screen
- Set who receives the message based on side, distance from linked object/unit, or only specific players.
- Options for adding a mugshot/avatar image of the unit talking.
- Pre-made mugshots for most used factions, vanilla, GM, SOG, RHS, WW2, civillians, etc.
- Options for adding voice files for local sound that plays from "linked" object/unit.
- Options for adding voice files for radio sound that plays for all receivers.
- Can be linked via variable name to an NPC(unit) or object (like a radio).
- Animates the lips of linked npc.
- Includes a simple version with less features but also less hassle

Setup

Setup is pretty simple, just place the module down, sync it to a trigger, and configure the module settings. If you want the sound to come from a unit or object you will need to give them a variable name and then add that in the module settings.

Settings:
- Receivers: Who will receive this message - All players, players of a side, players in range etc. | simple version does not allow for custom array
- Speaker: OPTIONAL Variable name of the object/unit that the sound will come from
- Name speaker: The name that will be displayed with the text.
- Text: The text to be spoken/displayed
- Duration Multiplier: If duration is set to 0 the time the message is on screen is based on the character length, this multiplier can be used to change how much time every character adds. | Not available for simple version.
- Duration: How long the message is on the screen.
- Colour text: The hex value of the colour of the text that is "spoken". | Not available for simple version, is always white.
- Colour name: The hex value of the colour of the text that is "spoken". | In simple version a drop-down with 6 options.
- Mugshot path: The path to the image you want to use as a mugshot, make sure it's square and a .paa file (look for a tutorial on how to use custom images in arma). The mod comes with many pre-made mugshots, see below for list. | In simple version a drop-down with pre-mades
- Text Align: Set the outlining of the text. | Not available for simple version, is always center.
- Mugshot location: set if the image is left or right in the box, useful if you want to give the idea that 2 NPCs are talking to each other.
- Background path: the background image used, if you want to change it make your image 1024x128.
- Name local sound: Sound to be played from "linked" unit/object. | Not available for simple version.
- Name radio sound: Sound to be played to all receivers. | Not available for simple version.
- Dynamic play: When enabled the radio sound does not play for people within 25 meters of the "linked" unit/object.
- Play chatter: If you don't have sound files you might still want an audio queue for your players, this option will have the module play a random radio background sound with the message.

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.
103 Comments
[THC] Cunamo  [author] Aug 28 @ 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 Aug 27 @ 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] Aug 15 @ 2:50pm 
happy to hear it helps, let me know if you run into any issues
A Harmless Avacado Aug 15 @ 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 Aug 12 @ 7:29pm 
[THC] Cunamo, it was skip waypoint in trigger. I got it.
[THC] Cunamo  [author] Aug 5 @ 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 Aug 4 @ 7:36am 
@ A. Ares, yes. The triggers are same.
A. Ares Aug 1 @ 8:17am 
@GOMZLIKE, this sounds more like a trigger setup than mod's issue! Do you use exactly the same triggers every time?
GOMZLIKE Aug 1 @ 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 Jul 21 @ 11:46am 
alright! I appreciate your response, have a good one :D