Salute and Talk

ArmA editing, missions, modeling, textures, terrains

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cenkcnk
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Posts: 7
Joined: 2007-02-20 15:32:04

Salute and Talk

Post by cenkcnk » 2008-07-17 06:56:24

Hi guys,
İ try to make a mission ,i need help some animations with caracters, :

AI commander has to salute and talk to player in trigger area.
i read something about somewhere playmove and switchmove commands , but i can't use them.Can you write setp by step totorial.
(i won't use audio files.just texts and animations)
Thanks.

Snake Man
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Post by Snake Man » 2008-07-17 12:30:57

First, playMove playes the move animations and switchMove switches character immediately to the position/stance.

Salute action
Description: Causes a person to salute. AI controlled units will only make a momentary salute, unless the AI is in safe or careless behaviour mode.

Syntax: unit action ["salute", targetUnit]
Where unit is any unit (no animation is performed), and targetUnit is the person to make the salute.

Example: soldierOne action ["salute", soldierOne]
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cenkcnk
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Post by cenkcnk » 2008-07-17 18:22:39

Thanks for help Snakeman,
I want to ask another things about that dialog scene.

-Commander talks about 1 min. and this is too much for dialog.is it possible to make it shorter?

-I want to add about 5-6 lines text dialog in this scene .But using triggers for every line is very useless.İ want to use scripts.Can you post a simple codes?

Thanks again.

Snake Man
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Posts: 9354
Joined: 2000-07-31 22:01:01
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Post by Snake Man » 2008-07-17 19:23:25

In OFP I used just titletext. So in ArmA it should work like this:

Code: Select all

titleText ["Russians invited NATO commanders for negotiation table.","PLAIN DOWN",2]
~3

titleText ["But can they agree on anything?","PLAIN DOWN",2]
~3
Of course you should use SQF scripts instead of SQS ones which my example points as there are the ~ delays.

Anyways, titletext should be your way to go.
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cenkcnk
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Joined: 2007-02-20 15:32:04

Post by cenkcnk » 2008-07-17 20:32:19

Thanks it's working very well.

:P :P :P

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