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Author Topic: A new talking script  (Read 586 times)

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SilentHunter_764

  • Guest
A new talking script
« on: 24 Jul 2004, 02:11:29 »
Hi all,

I am making a mission where at the start all the guys are lazing around the base, youknow chatting and sstuff, but i have to put about 5x triggers per person cuz they keep stopping what they're doing >:(. Could someone make a script like "FXcivilarmsAkimboR" or L but have them do it for about 1 minute non-stop? ::) Also, what about a script where someone walkes up to a chair and sits down on it?  ???

Regards,

LooseKannon :gunman:
« Last Edit: 24 Jul 2004, 02:15:47 by LooseKannon »

Dubieman

  • Guest
Re:A new talking script
« Reply #1 on: 24 Jul 2004, 04:37:07 »
I had the same idea sort of. Except I want my guards to do something instead of staring into space forever.
When a trigger was activated they would go on alert and stuff. It'd work for your guys if they aren't going to be doing anything. ;D

You can chop the script up if you want also. Just credit me in your mission if you release it plz.  ;)

Code: [Select]
;general script to have a man "m" seem to talk
;thanks to Macguba for his animation guide and mission
_m = _this select 0

#talk
m switchmove "EffectStandTalk"
~14
?trig1done: goto "arm"
~0.5
?not alive m: goto "exit"
~0.5
m switchmove "FXCivilFoldOnesArms"
~6
?trig1done: goto "arm"
~0.5
?not alive m: goto "exit"
~1
m playmove "FXCivilLookback"
~5
?trig1done: goto "arm"
~0.5
?not alive m: goto "exit"
~1
m switchmove "FXCivilArmsAkimboL"
~8
?trig1done: goto "arm"
~0.5
?not alive m: goto "exit"
~0.5
m switchmove "EffectStandTalk"
~8
?trig1done: goto "arm"
~0.5
?not alive m: goto "exit"
~0.5
goto "talk"

#arm
m switchmove "null"
m setbehaviour "COMBAT"
exit


Now you can chop it up or remove the alerted part and its arguements. Or change the animations.

But to use it as is, you need to make a trigger and have it be whatever you want. Then in the activation field put

trig1done

And in your init.sqs of your mission you must write

trig1done = false

Good luck with it. ;)


SilentHunter_764

  • Guest
Re:A new talking script
« Reply #2 on: 24 Jul 2004, 08:55:36 »
Well that doenst help me much -- but thanks anyway

is there a timer i can set?

i.e. _unitname Playmove "effectstandtalk"

then after maybe put in a time limit?

LooseKannon :gunman:

Dubieman

  • Guest
Re:A new talking script
« Reply #3 on: 24 Jul 2004, 15:07:24 »
I know but this is a decent set of moves that checks if the guy isdead and exits, so he doesn't keep doing moves while he is dead...

A timer? Use two triggers and a variable and make your own script.

One trigger with a condition of "talk" and the other as a deactivation of talk. Put a delay in for the second trigger and in that triggers conditon field put "talk" and in the activation field put "talk = false". Then make your script and have checks every few times to see if talk = false and then exit the script.

And in the init.sqs put "talk = true"

That's all I can think of. :P
« Last Edit: 24 Jul 2004, 15:08:22 by GuiltyRoachKillar »

Homefry31464

  • Guest
Re:A new talking script
« Reply #4 on: 24 Jul 2004, 15:47:26 »
Would playmove work too, or are the animations only switchmove?

Dubieman

  • Guest
Re:A new talking script
« Reply #5 on: 24 Jul 2004, 18:27:31 »
Some do and some don't for playmove so I just stck with switchmove...

The script can be butchered...I don't care. Kinda useless to me now. ::)

playmove=pre res animations
switchmove=after res animations +playmove ones

Although I can never tell what animation is playmove supposedly or not...

SilentHunter_764

  • Guest
Re:A new talking script
« Reply #6 on: 24 Jul 2004, 23:25:42 »
Thankyou for the help,

Regards,

LooseKannon