Arma 3
Hcoll NPC Dialog
107 Comments
minecraft with gadget Nov 1 @ 9:16pm 
This is criminally underrated. Adds so much to mission immersion.
Infallible Kitten Oct 24 @ 10:55am 
@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 Oct 23 @ 3:09pm 
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 Sep 17 @ 7:54am 
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  [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
[THC] Cunamo  [author] Jul 21 @ 10:03am 
@tooffert i made a little test setup for it, so if you need an example add me on steam.
[THC] Cunamo  [author] Jul 21 @ 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 Jul 20 @ 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 Jul 20 @ 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.
Christian Stocker Jul 20 @ 3:31pm 
Can you make it so the player can answer?
KyanPepper Jul 14 @ 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] Jul 14 @ 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 Jul 13 @ 4:59pm 
can these be used as triggers, i wanna make a task appear after the dialogue finishes?
[THC] Cunamo  [author] Apr 30 @ 1:12pm 
@mr. remember: we use it on a dedicated, should be fine, just remember that the module runs client side.
KyanPepper Apr 30 @ 9:34am 
Oh my god WHERE WAS THIS ALL MY LIFE!
Mr. Remember Apr 29 @ 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 Apr 17 @ 1:12am 
I did do that with multiple times, still didnt work for some reason
[THC] Cunamo  [author] Apr 17 @ 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 Apr 16 @ 9:07pm 
Here, just put a link.
Abstract Apr 16 @ 7:41pm 
@Infallible Kitten
I don't understand? where do you want me to post them?
Infallible Kitten Apr 16 @ 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 Apr 16 @ 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 Mar 24 @ 1:53pm 
YIPPEE SERVER BIKEY
Oscar-101 Mar 23 @ 10:17am 
Bikey^2
Oscar-101 Mar 20 @ 8:43pm 
I see no Bikey, everything else is there but no keys folder with a Bikey
Oscar-101 Mar 19 @ 6:13pm 
thank you
[THC] Cunamo  [author] Mar 19 @ 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] Mar 19 @ 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 Mar 15 @ 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 Mar 15 @ 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 Mar 15 @ 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 Mar 14 @ 6:52pm 
Yeah, the chats no longer pop up
Hatsumi Mar 14 @ 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 Mar 14 @ 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] Mar 13 @ 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 Mar 13 @ 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 Mar 9 @ 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 Feb 20 @ 11:13am 
but no lines in config.cpp about classes.
MecTb_Ka6aHa Feb 20 @ 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 Feb 20 @ 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 Feb 20 @ 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).