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Author Topic: Radio and Dialogue  (Read 498 times)

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Offline bigdave003

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Radio and Dialogue
« on: 15 Feb 2005, 20:24:59 »
Hi, i apologise if this has come up elsewhere, but i used the search button and couldnt find anything helpful. I'm stuck with a few things  :-\

First, I cant work out how to script a series of radio messages, where one follows another after an interval of a few seconds. I also tried to do the whole thing in the 'on activation' line of a trigger, but all the messages appeared simultaniously (i tried [west,"HQ"] sidechat "bla"; [west,"HQ"] "blah blah blah") How would i go about scripting this, or am i just making things very complicated?

Second, how do i make subtitles for dialogue during a cutscene, like on the BIS missions?

Thanks  ;D and sorry again if this has come up elsewhere
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Offline 456820

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Re:Radio and Dialogue
« Reply #1 on: 15 Feb 2005, 20:47:55 »
right i think i know what you mean if you whant the radio call to appear from papabear west HQ you must first put "papabear = [West, "HQ"]" minus the outer quotes then make a script and put

papabear sidechat "blah blah blah"
that will make a message come from papabear. and to make a delay wich you probaly already know is "~5" wich will delay 5 seconds then write your nex messgae
if you have sounds (.ogg) you must do description.exe and then in the game put
papabear sideradio "blah blah"
that will make it say that sound

the subtitle thing is rather easy make a stingtable.csv file and there you can define what the charchter says as subtitles but thats only with sound. if you dont have sound files you must use a "cuttext" or "titletext" comand wich is used like
titletext ["blah blah", "plaindown"]
or
cuttext ["blah blah", "plaindown"]

that will make the writing apper in the bottom of the screen

Offline bigdave003

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Re:Radio and Dialogue
« Reply #2 on: 15 Feb 2005, 20:52:34 »
aah thanks a lot  :cheers:
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Offline macguba

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Re:Radio and Dialogue
« Reply #3 on: 15 Feb 2005, 22:43:12 »
If you want to do conversation delays the way BIS did use a gamelogic with waypoints.     Use a trigger synchroed to the first waypoint to start the sequence, and put delays in each waypoint.    No script file required.

Read "Scripting topics" in the command reference in any event.

The commands in the On Activation field of a trigger do get done in order, but as fast as the game can do it.    No delay possible here.     There are other ways of creating delays but you now know the two most relevant to the question.  
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Offline bigdave003

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Re:Radio and Dialogue
« Reply #4 on: 15 Feb 2005, 22:46:47 »
ok cheers guys. I'm new to all this, and these forums have helped a lot.  :thumbsup:
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Offline Tyger

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Re:Radio and Dialogue
« Reply #5 on: 15 Feb 2005, 23:40:48 »
if you check out the "sounds and cutscenes thread" here: http://www.ofpec.com/yabbse/index.php?board=9;action=display;threadid=3364, then Navy_SEAL made a tute on how to add the sounds, FYI.

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