The "smart" way to do conversations is with a gamelogic and waypoints. At least that's the way BIS did it. You don't need either scripts or lots of triggers.
That's exactly what i was goin to answer to Psy Warrior,
when i read things like:
Things like artillery are impossible without scripts, and proper combined arms operations are also enhanced by scripting.
Really, when i made my first artellery support in a multiplayer
mission, i did that all with gamelogics and their waypoints.
Hell the guys from my squad were impressed like hell about
those kewl effects on the map (i should mention that this
was around OFP v1.30 or so).
Very soon i noticed that alot of guys were telling me that
they do really like my use of scripts, and i was wondering,
what scripts they were talking about
That's off course because the majority of the editors do just not know what's possible ingame.
And that's what i want to point out here:
Almost everything can be done ingame, and when playing
this stuff with others, it looks for them like it must be an
external script.
It took me a long time, until i started making my own scripts,
as i tried to figure out what all these buttons and options
are for inside the editor.
Maybe (for sure), this is the reason, why i feel able to say:
i know a lot of stuff in the editor, because i took me some
time to concentrate only on that
P.S: i'm also doing a lot of external scripted stuff, but i do that
only if i feel i could get an advantage of that, or to be honest
i'm sometimes using scripts, just because i feel to lazy to build
that up in the editor.
And to add one more important thing:
especially when it comes to multiplayer mission editing, i had
to learn one thing very soon:
using ingame stuff often worked more efficient than using
scripts - that means: very often when using scripts, i had
to find a lot of workarounds, to get things to work, which
did easily work when doing the same thing ingame.
~S~ CD