Forum Jump :

Author Message


Posts: 28
Rank:


Level: Member

Country: uk
Location:
Occupation:
Age:
In-game name:

 
#1 Posted at 2016-02-07 17:57        
     
On a mission i am making, the player starts off being introduced by another AI unit with this code:
{M_2 disableAI _x} forEach ["AUTOTARGET", "MOVE", "TARGET"];
M_2 setBehaviour "CARELESS";

sleep 0.5;

M_2 switchMove "acts_welcomeonhub01_aiwalk";
player switchMove "Acts_welcomeOnHUB01_PlayerWalk";

And i am trying to have a conversation between them. This is my conversation script, Named Chat1.sqf:
M_2 setRandomLip true;
M_2 directSay msg1;
sleep 1.5;
M_2 setRandomLip false;
sleep 0.1;
M_2 setRandomLip true;
M_2 directSay msg2;
sleep 1.5;
M_2 setRandomLip false;
player setRandomLip true;
player directSay msg3;
sleep 0.5;
player setRandomLip false;
M_2 setRandomLip true;
M_2 directSay msg4;
sleep 3;
M_2 setRandomLip false;
player setRandomLip true;
player directSay msg5;
sleep 0.5;
player setRandomLip false;
M_2 setRandomLip true;
M_2 directSay msg6;
sleep 3;
M_2 setRandomLip false;

In general, i am just asking if a player/unit/charater can still do directSay, sidechat, sideradio etc, while doing a code called animation

Added 58 seconds later:

Just to add, all msg's are defined in description.ext all units are named correctly etc etc.

Added 1 hour 8 minutes later:

Don't worry, the answer is yes. i was simply calling my script with
null = execVM "Scripts/Chat1.sqf
instead of
null = execVM "Scripts\Chat1.sqf"

This post was edited by Joshua100801 (2016-02-07 19:06, 674 days ago)