Conversations: Difference between revisions

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{{GVI|arma2|1.00}}
{{TOC|side}}
{{GVI|arma2|1.00}} {{GVI|arma2oa|1.50}} {{GVI|TKOH|1.00}} {{GVI|arma3|1.00}}


== Introduction ==
[[Conversations]] is a system created to manage discussions that was introduced in '''{{arma2}}'''.
[[Conversations]] are a system introduced with '''Arma 2''' and created to enhance discussions.
This system allows dynamic conversations and a more fluid sentence/answer flow.
This system allows dynamic conversations and a more fluid sentence/answer flow.


Line 12: Line 12:




== Requirements ==
== Usage ==
'''.bikb''' extension stands for "'''B'''ohemia '''I'''nteractive '''K'''nowledge '''B'''ase" as it was originally used only for storing an AI unit's memory of what it has seen.
 
This file defines sound files and subtitles to use.
* A '''topic''' is defined by a [[String]] for id and sentences defined in a '''Conversation .bikb''' file
{{Important|
* A '''[[#Conversation .bikb|Conversation .bikb]]''' lists all available sentences in a '''topic'''
Sounds '''don't''' need to be defined in [[Description.ext#CfgSounds CfgSounds]], unless you want to use them with e.g [[playSound]] or [[say]].}}
* A '''topic''' must be added to the concerned units, with eventually a '''Conversation FSM''' and/or a '''Conversation Event Handler'''
* A '''[[#Conversation FSM|Conversation FSM]]''' defines an '''AI unit''' reaction to a sentence
* A '''[[#Conversation Event Handler|Conversation Event Handler]]''' defines a '''[[player]]'s unit''' reaction to a sentence, potentially defining available answers
* If the unit is [[switchableUnits|playable]] (can be either player or AI), both should be present to ensure a proper reaction in every encountered scenario.
 
 
== Commands ==
 
A conversation topic:
# must be added to units (''via'' [[kbAddTopic]])
# for the units to be able use it (''via'' [[kbTell]] for example)
# once the unit said wanted sentences (checked ''via'' [[kbWasSaid]]),
# the topic can be removed (''via'' [[kbRemoveTopic]]).
 
* Related commands are listed in [[:Category:Command Group: Conversations|Conversations Command Group]]
* Related functions are listed in [[:Category:Function Group: Conversations|Conversations Function Group]]
 
=== Manual Conversation Example ===


The extension has no impact on the file in any way. An example is available [[#.bikb example|below]].
<sqf>
miles kbAddTopic ["briefing", "kb\briefing.bikb"];
shaftoe kbAddTopic ["briefing", "kb\briefing.bikb"];


shaftoe kbTell [miles, "briefing", "shaftoe_briefing_H_1"];
waitUntil { shaftoe kbWasSaid [miles, "briefing", "shaftoe_briefing_H_1", 3]; };


== Usage ==
miles kbTell [shaftoe, "briefing", "shaftoe_briefing_M_1"];
{{note|WIP}}
waitUntil { miles kbWasSaid [shaftoe, "briefing", "shaftoe_briefing_M_1", 3]; };
* '''FSMs''' are executed only once after each received sentence while '''conversation event handlers''' are constantly fired (usually every frame) as long as you're pointing at somebody.
* If the unit is controlled by AI, the assigned FSM is executed. If it's player-controlled, it fires the event handler. If this is a MP mission and the unit is playable, you will want to use both the FSM and the event handler.


hint "Conversation ended.";
// kbRemoveTopic can be used here to "clear" the units if the topic is not required anymore. This is not mandatory.
</sqf>


=== Commands ===
A conversation topic has to be added (''via'' [[kbAddTopic]]) to units for them to be able use it (''via'' [[kbTell]] for example). Once the unit said wanted sentences (''via'' [[kbWasSaid]]), the topic can be removed (''via'' [[kbRemoveTopic]]).


== Conversation .bikb ==


=== Manual conversation example ===
'''.bikb''' extension stands for "'''B'''ohemia '''I'''nteractive '''K'''nowledge '''B'''ase" as it was originally used only for storing an AI unit's memory of what it has seen.<br>
miles  [[kbAddTopic]] ["briefing", "kb\briefing.bikb", ""];
This file declares the available sentences in the topic, their sound samples and the corresponding subtitles (see [[#.bikb simple example|example 1]] and [[#.bikb advanced example|example 2]]).<br>
shaftoe [[kbAddTopic]] ["briefing", "kb\briefing.bikb", ""];
As the syntax is the same as config files ([[Description.ext]], [[Config.cpp]]) [[PreProcessor Commands]] can be used.
shaftoe [[kbTell]] [miles, "briefing", "shaftoe_briefing_H_1"];
[[waitUntil]] { shaftoe [[kbWasSaid]] [miles, "briefing", "shaftoe_briefing_H_1", 3]; };
miles [[kbTell]] [shaftoe, "briefing", "shaftoe_briefing_M_1"];
[[waitUntil]] { miles [[kbWasSaid]] [shaftoe, "briefing", "shaftoe_briefing_M_1", 3]; };
[[hint]] "Conversation ended.";
{{codecomment|// you could here - eventually - use [[kbRemoveTopic]] to "clear" the units if the topic is not required anymore. This is not mandatory.}}


Conversation sounds do '''not''' need to be defined in [[Description.ext#CfgSounds|CfgSounds]] or [[Description.ext#CfgRadio|CfgRadio]], unless of course they are to be used with e.g [[playSound]], [[say]] or [[groupRadio]] too.<br>
As opposed to these commands, this new conversation system will automatically use [[setRandomLip]] during the speech if no .lip file is present. A .lip file can however still be used for a more precise animation.
{{Feature|important|
A duplicate sentence in .bikb file '''WILL''' crash the game!}}


=== .bikb examples ===
=== "Interrupted" Event ===


The left-side conversation menu (with the list of possible sentences) can be closed via backspace at all times. In order to handle this event as well, add a sentence class called '''Interrupted''' into the .bikb file. It can then be used as a standard {{hl|_sentenceId}} in the script.


==== "Interrupted" event ====
=== .bikb Simple Example ===
The left-side conversation menu (with the list of possible sentences) can be closed via backspace at all times. If you want to handle this event as well, you have to add new sentence class called '''Interrupted''' into your .bikb file. It can then be used as a standard _sentenceId in the script.


==== .bikb simple example ====
<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
class Sentences
class Sentences
{
{
class example_01
class hello1
{
{
text = "Hello Bret."; // sentence subtitle
text = "Hello!"; // sentence subtitle - can be "text" or $STR_ stringtable reference
speech[] = { "\Sound\jemaine01.ogg" }; // sound file path
speech[] = { "\Sound\hello1.ogg" }; // sound file path relative to mission or campaign directory
class Arguments {}; // unused here
};
class hi_how_are_you
{
text = "Hi, how are you?";
speech[] = { "\Sound\hi_how_are_you.ogg" };
class Arguments {};
class Arguments {};
};
};
class example_02
class good_you
{
{
text = "Oh, hello Jemaine.";
text = "$STR_GoodYou"; // has to start with "STR_"!
speech[] = { "\Sound\bret01.ogg" };
speech[] = { "\Sound\good_you.ogg" };
class Arguments {};
class Arguments {};
};
};
class lastWord
class fine_thanks
{
text = "$STR_FineThanks";
speech[] = { "\Sound\fine_thanks" }; // no extension means .wss to the engine
class Arguments {};
};
 
// these sentences are here to be a full example for later Conversation Event Handler example
class what_do_we_do { text = "What do we do today?"; speech[] = { "\Sound\wdwd.ogg" }; class Arguments {}; };
class choose_football { text = "Let's football!"; speech[] = { "\Sound\cf.ogg" }; class Arguments {}; };
class choose_bike { text = "Let's bike?"; speech[] = { "\Sound\cb.ogg" }; class Arguments {}; };
class choose_arma2 { text = "I know! Arma 2"; speech[] = { "\Sound\ca.ogg" }; class Arguments {}; };
 
// the Interrupted sentence triggered when the conversation menu is closed without answering (e.g using backspace)
class Interrupted
{
{
text = $STR_TranslationReference; // has to start with "STR_"!
text = "Hey, come back!";
speech[] = { "\Sound\bret01.ogg" };
speech[] = { "\Sound\interrupted.ogg" };
class Arguments {};
class Arguments {};
};
};
};
};


// Don't worry about these.
// Needed parameters.
class Arguments {};
class Arguments {};
class Special {};
class Special {};
Line 83: Line 118:




==== .bikb advanced example ====
=== .bikb Advanced Example ===
 
See [[Arma_3_Radio_Protocol#Words|Words configuration]] and below for more details.
See [[Arma_3_Radio_Protocol#Words|Words configuration]] and below for more details.
<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
Line 90: Line 126:
class AirstrikeRequest  
class AirstrikeRequest  
{
{
// %team and %location will be replaced by the game engine with according values
text = "%team requesting close air support at grid %location ";
text = "%team requesting close air support at grid %location ";
speech[] = { %Team, RequestingCloseAirSupportAtGrid, %Location }; {{codecomment|// words are defined in Cfg/RadioProtocol/Words
 
// available words are defined in config > RadioProtocol > Words
speech[] = { %Team, RequestingCloseAirSupportAtGrid, %Location };
 
class Arguments  
class Arguments  
{
{
class Team { type = "simple"; };
class Team { type = "simple"; }; // refers to %Team, first element of speech[]
class Location { type = "simple"; };
// "RequestingCloseAirSupportAtGrid" is part of Radio Protocol
class Location { type = "simple"; }; // refers to %Location, last element of speech[]
};
};
};
};
Line 105: Line 146:
startWithConsonant[] = { europe, university };
startWithConsonant[] = { europe, university };
</syntaxhighlight>
</syntaxhighlight>
Above sentence would be used this way:
<sqf>
player kbTell [
BIS_HQ, // to
"Airstrike", // topic
"AirstrikeRequest", // sentence
["Team", {}, "Anvil", ["Anvil"]], // argument 1
["Location", {}, "Strelka", ["Strelka"]] // argument 2
];
</sqf>


=== .bikb BIS_fnc_kbTell Example ===
{{Feature|arma3|
<syntaxhighlight lang="cpp" style="float: right">
class Sentences
{
class Sentence1
{
text = ""; // must be empty
textPlain = "$STR_MySubTitle";
/* other parameters */
};
};
</syntaxhighlight>
'''In an addon/mod scope''', an additional subtitle entry is available to have subtitle rendered with [[BIS_fnc_showSubtitle]]: {{hl|textPlain}}, declared as shown.<br>
'''This is not available for standard missions''' as [[BIS_fnc_kbTellLocal]] only checks [[configFile]] and none of [[missionConfigFile]] or [[campaignConfigFile]].
<div style{{=}}"clear: both"></div>
}}
[[BIS_fnc_kbTell]] needs a [[Description.ext]] '''CfgSentences''' entry presented as follows:
<syntaxhighlight lang="cpp">
class CfgSentences
{
class MissionName
{
class Event1
{
file = "kb\event1.bikb"; // mandatory
class Sentences
{
class Sentence1
{
// the following arguments are used by BIS_fnc_kbTell (if they are defined, they are not mandatory)
actor = "obi1"; // (missionNamespace getVariable actor) speaker variable name (can NOT be "player")
variant = ""; // used by BIS_fnc_kbTell to define an alternative sentence
variantText = ""; // used by BIS_fnc_kbTell to define an alternative sentence
};
class Sentence2
{
actor = "griev";
};
class Sentence3
{
actor = "griev";
};
};
};
};
};
</syntaxhighlight>
with a .bikb file looking like this:
<syntaxhighlight lang="cpp">
class Sentences
{
class Sentence1
{
text = "$STR_HelloThere";
speech[] = { "\Sound\hello.ogg" };
class Arguments {};
};
class Sentence2
{
text = "$STR_GeneralKenobi";
speech[] = { "Sound\gk.ogg" };
class Arguments {};
};
class Sentence3
{
text = "$STR_YouAreABoldOne";
speech[] = { "Sound\bold.ogg" };
class Arguments {};
};
};
class Arguments {};
class Special {};
startWithVocal[] = { hour };
startWithConsonant[] = { europe, university };
</syntaxhighlight>
A tidier way of doing so is to put all the needed information in the '''.bikb''' file:
<syntaxhighlight lang="cpp">
class Sentences
{
class Sentence1
{
text = "$STR_HelloThere";
speech[] = { "\Sound\hello.ogg" };
class Arguments {};
actor = "obi1";
};
class Sentence2
{
text = "$STR_GeneralKenobi";
speech[] = { "Sound\gk.ogg" };
class Arguments {};
actor = "griev";
};
class Sentence3
{
text = "$STR_YouAreABoldOne";
speech[] = { "Sound\bold.ogg" };
class Arguments {};
actor = "griev";
};
};
class Arguments {};
class Special {};
startWithVocal[] = { hour };
startWithConsonant[] = { europe, university };
</syntaxhighlight>
And to include it ''via'' <syntaxhighlight lang="cpp" inline>#include</syntaxhighlight> in [[Description.ext]]:
<syntaxhighlight lang="cpp">
class CfgSentences
{
class MissionName
{
class Event1
{
file = "kb\event1.bikb";
#include "kb\event1.bikb" // avoids a double declaration
};
};
};
</syntaxhighlight>
''Et voilà !'' All that remains to be done now is to call the discussion like this: <sqf inline>["Event1", "MissionName"] call BIS_fnc_kbTell; // note that the topic comes first</sqf>;
the game will make the defined actors say the lines in the order they were declared. [[BIS_fnc_kbTell]] will manage to use [[kbAddTopic]], [[kbTell]] and other commands.
{{Feature|important|
Please note:
* use '''class CfgSentences''' in [[Description.ext]]
* use '''class Sentences''' in .bikb files
}}


=== Conversation FSM example ===
{{note|WIP}}
receives the same arguments as the [[#Conversation Event Handler|Conversation Event Handler]] (_this, _from, _sentenceId, _topic).<br>
See also: [[FSM]], [[FSM Editor]]


== Conversation FSM ==


=== Conversation Event Handler ===
As stated earlier, the '''Conversation FSM''' fires on sentences '''received by an AI''' and defines an AI unit's reaction.
The Conversation Event Handler is '''not''' an [[:Category:Event_Handlers|Event Handler]] as we know them.
The Conversation FSM receives the following arguments:
This is a '''sqf script file''' that will be executed with each sentence. Following parameters are passed:
* '''_this:''' [[Object]] - receiver or listener of the sentence. One of the units that had this particular script assigned ''via'' [[kbAddTopic]]
* '''_this:''' [[Object]] - receiver or listener of the sentence. One of the units that had this particular script assigned ''via'' [[kbAddTopic]]
* '''_from:''' [[Object]] - the unit that told the sentence
* '''_from:''' [[Object]] - the unit that told the sentence
* '''_sentenceId:''' [[String]] - the sentence this unit is reacting to. Defined in .bikb in class Sentences
* '''_sentenceId:''' [[String]] - the sentence this unit is reacting to. Defined in .bikb in class Sentences
* '''_topic:''' [[String]] - topic name used in [[kbAddTopic]]
See also: [[FSM]], [[FSM Editor]]
=== Conversation FSM Example ===
[[File:ConversationFSM_example.png|thumb|left|800px|A simple FSM that AI uses to react to a speaker's sentences]]
{{Clear}}
== Conversation Event Handler ==
The '''Conversation Event Handler''' is '''not''' an [[:Category:Event_Handlers|Event Handler]] as we know them.
It is [[Code]] that will be executed with each sentence '''received by a player''', and will constantly fire ([[onEachFrame]]) when the player is pointing at a "talkable" person at "talkable" range. Following parameters are passed:
* '''_this:''' [[Object]] - the [[player]] receiving the sentence. Must have had this particular script assigned ''via'' [[kbAddTopic]]
* '''_from:''' [[Object]] - the unit that told the sentence
* '''_sentenceId:''' [[String]] - the sentence the player is reacting to. Defined in .bikb in class Sentences
* '''_topic:''' [[String]] - topic name used in [[kbAddTopic]]
* '''_topic:''' [[String]] - topic name used in [[kbAddTopic]]


Its return format is an [[Array]] of arrays (or an empty array) and can look like this:
<sqf>
[
[
localize "STR_AnswerTitle1", // conversation menu's display text
"myTopic", // topic to answer to
"answer1SentenceId", // sentence ID
[] // sentence arguments
],
[
localize "STR_AnswerTitle2",
"myTopic",
"answer2SentenceId",
[]
]
];
</sqf>


==== Conversation Event Handler script example ====
There is a certain resemblance with the [[kbTell]] syntax; note that the ''forceRadio'' parameter is not present.
{{codecomment|// here we will be storing all the sentences from which the player will choose (the menu on the left side of the screen)
// if there is only one option in the array, the sentence will replace the "Talk to" action name}}
BIS_convMenu = [];
{{codecomment|// we want the player to be able to approach his buddy and talk to him via the action menu.
// we need to check:
// if the player is pointing at his buddy
// if the player is not answering any of his buddy's sentences
// if the player hasn't told him hello already
// then we add that array to BIS_convMenu - the parameters are mostly self-explanatory:}}
if (_from == buddy1 && _sentenceId == "" && !(_this kbWasSaid [_from, _topic, "hello1", 999999])) then {
BIS_convMenu = BIS_convMenu + [["Say hello.", _topic, "hello1", []]];
};
{{codecomment|// here we make the unit say the proper sentence based on the one he just received
// [[switch]]-[[case]]-[[do]] is used here but it is completely up to you how to evaluate it ([[if]]-[[then]] etc.)}}
switch (_sentenceId) do
{
case "hello1": {
_this kbTell [_from, _topic, "hi_how_are_you"]
};
case "good_you": {
_this kbTell [_from, _topic, "fine_thanks"]
};
case "what_do_we_do_today": {
{{codecomment|// here the player will have 3 answers to choose from:}}
BIS_convMenu = BIS_convMenu + [["Football.", _topic, "choose_football", []]];
BIS_convMenu = BIS_convMenu + [["Bike.", _topic, "choose_bike", []]];
BIS_convMenu = BIS_convMenu + [["Arma II.", _topic, "choose_arma2", []]]
};
};
{{codecomment|// return the sentence list pool}}
BIS_convMenu


{{Feature|important|The Conversation Event Handler's code is executed in [[Scheduler#Unscheduled_Environment|'''unscheduled''' environment]] !}}
=== Conversation Event Handler Example ===
<sqf>
// here we will be storing all the sentences from which the player will choose (left side menu)
// if there is only one option in the array, the sentence will replace the "Talk to" action name
private _convMenu = [];
// we want the player to be able to approach his buddy and talk to him via the action menu.
// we need to check:
// if the player is pointing at his buddy
// if the player is not answering any of his buddy's sentences
// if the player has not told him hello already
// then we add that array to _convMenu - the parameters are mostly self-explanatory:
if (_from == buddy1 && _sentenceId == "" && !(_this kbWasSaid [_from, _topic, "hello1", 999999])) then
{
_convMenu pushBack ["Say hello.", _topic, "hello1", []];
};
// here we make the unit say the proper sentence based on the one he just received
// switch-case-do is used here but it is only one solution to manage sentences (if-then etc could do)
switch (_sentenceId) do
{
case "hello1":
{
_this kbTell [_from, _topic, "hi_how_are_you"];
};
case "good_you":
{
_this kbTell [_from, _topic, "fine_thanks"];
};
case "what_do_we_do":
{
// the player will have 3 answers to choose from:
_convMenu pushBack ["Football.", _topic, "choose_football", []];
_convMenu pushBack ["Bike.", _topic, "choose_bike", []];
_convMenu pushBack ["Arma 2.", _topic, "choose_arma2", []];
};
};
// return the sentence list pool
_convMenu;
</sqf>
== See Also ==


== See also ==
* [[:Category:Command Group: Conversations|Conversations Command Group]]
* [[:Category:Command Group: Conversations|Conversations Command Group]]
* [[:Category:Function Group: Conversations|Conversations Function Group]]
* [[:Category:Function Group: Conversations|Conversations Function Group]]
* [https://forums.bohemia.net/forums/topic/89071-new-conversation-system-how-to/ Jezuro's introduction forum post]
* {{Link|https://forums.bohemia.net/forums/topic/89071-new-conversation-system-how-to/|Jezuro's introduction forum post}}
* [https://forums.bohemia.net/forums/topic/107662-using-dialogue-system-between-player-and-ai/ HateDread's forum post and Evil_Echo's answers]
* {{Link|https://forums.bohemia.net/forums/topic/107662-using-dialogue-system-between-player-and-ai/|HateDread's forum post and Evil_Echo's answers}}
* [[FSM]], [[FSM Editor]]
* [[FSM]]
* [[FSM Editor]]
 
 
[[Category:Scripting Topics]]
[[Category:Introduced with Arma 2 version 1.00]]

Latest revision as of 00:11, 21 November 2023

Logo A2.png1.00 A2 OA Logo.png1.50 tkoh logo small.png1.00 Arma 3 logo black.png1.00

Conversations is a system created to manage discussions that was introduced in Arma 2. This system allows dynamic conversations and a more fluid sentence/answer flow.

Its main advantages are:

  • The system itself waits for the sound sample to finish. No more sample time measuring and countless sleeps!
  • Conversation always flows through the appropriate channel (direct for face to face, team radio for distant team members etc.)
  • Possibility to create fully dynamic conversations
  • Transparent syntax (FSM branches allow fast and efficient edits)


Usage

  • A topic is defined by a String for id and sentences defined in a Conversation .bikb file
  • A Conversation .bikb lists all available sentences in a topic
  • A topic must be added to the concerned units, with eventually a Conversation FSM and/or a Conversation Event Handler
  • A Conversation FSM defines an AI unit reaction to a sentence
  • A Conversation Event Handler defines a player's unit reaction to a sentence, potentially defining available answers
  • If the unit is playable (can be either player or AI), both should be present to ensure a proper reaction in every encountered scenario.


Commands

A conversation topic:

  1. must be added to units (via kbAddTopic)
  2. for the units to be able use it (via kbTell for example)
  3. once the unit said wanted sentences (checked via kbWasSaid),
  4. the topic can be removed (via kbRemoveTopic).

Manual Conversation Example

miles kbAddTopic ["briefing", "kb\briefing.bikb"]; shaftoe kbAddTopic ["briefing", "kb\briefing.bikb"]; shaftoe kbTell [miles, "briefing", "shaftoe_briefing_H_1"]; waitUntil { shaftoe kbWasSaid [miles, "briefing", "shaftoe_briefing_H_1", 3]; }; miles kbTell [shaftoe, "briefing", "shaftoe_briefing_M_1"]; waitUntil { miles kbWasSaid [shaftoe, "briefing", "shaftoe_briefing_M_1", 3]; }; hint "Conversation ended."; // kbRemoveTopic can be used here to "clear" the units if the topic is not required anymore. This is not mandatory.


Conversation .bikb

.bikb extension stands for "Bohemia Interactive Knowledge Base" as it was originally used only for storing an AI unit's memory of what it has seen.
This file declares the available sentences in the topic, their sound samples and the corresponding subtitles (see example 1 and example 2).
As the syntax is the same as config files (Description.ext, Config.cpp) PreProcessor Commands can be used.

Conversation sounds do not need to be defined in CfgSounds or CfgRadio, unless of course they are to be used with e.g playSound, say or groupRadio too.
As opposed to these commands, this new conversation system will automatically use setRandomLip during the speech if no .lip file is present. A .lip file can however still be used for a more precise animation.

A duplicate sentence in .bikb file WILL crash the game!

"Interrupted" Event

The left-side conversation menu (with the list of possible sentences) can be closed via backspace at all times. In order to handle this event as well, add a sentence class called Interrupted into the .bikb file. It can then be used as a standard _sentenceId in the script.

.bikb Simple Example

class Sentences
{
	class hello1
	{
		text = "Hello!";					// sentence subtitle - can be "text" or $STR_ stringtable reference
		speech[] = { "\Sound\hello1.ogg" };	// sound file path relative to mission or campaign directory
		class Arguments {};					// unused here
	};
	class hi_how_are_you
	{
		text = "Hi, how are you?";
		speech[] = { "\Sound\hi_how_are_you.ogg" };
		class Arguments {};
	};
	class good_you
	{
		text = "$STR_GoodYou"; // has to start with "STR_"!
		speech[] = { "\Sound\good_you.ogg" };
		class Arguments {};
	};
	class fine_thanks
	{
		text = "$STR_FineThanks";
		speech[] = { "\Sound\fine_thanks" }; // no extension means .wss to the engine
		class Arguments {};
	};

	// these sentences are here to be a full example for later Conversation Event Handler example
	class what_do_we_do	{ text = "What do we do today?"; speech[] = { "\Sound\wdwd.ogg" };	class Arguments {}; };
	class choose_football	{ text = "Let's football!";		 speech[] = { "\Sound\cf.ogg" };	class Arguments {}; };
	class choose_bike		{ text = "Let's bike?";			 speech[] = { "\Sound\cb.ogg" };	class Arguments {}; };
	class choose_arma2		{ text = "I know! Arma 2";		 speech[] = { "\Sound\ca.ogg" };	class Arguments {}; };

	// the Interrupted sentence triggered when the conversation menu is closed without answering (e.g using backspace)
	class Interrupted
	{
		text = "Hey, come back!";
		speech[] = { "\Sound\interrupted.ogg" };
		class Arguments {};
	};
};

// Needed parameters.
class Arguments {};
class Special {};
startWithVocal[] = { hour };
startWithConsonant[] = { europe, university };


.bikb Advanced Example

See Words configuration and below for more details.

class Sentences
{
	class AirstrikeRequest 
	{
		// %team and %location will be replaced by the game engine with according values
		text = "%team requesting close air support at grid %location ";

		// available words are defined in config > RadioProtocol > Words
		speech[] = { %Team, RequestingCloseAirSupportAtGrid, %Location };

		class Arguments 
		{
			class Team { type = "simple"; };		// refers to %Team, first element of speech[]
			// "RequestingCloseAirSupportAtGrid" is part of Radio Protocol
			class Location { type = "simple"; };	// refers to %Location, last element of speech[]
		};
	};
};

class Arguments {};
class Special {};
startWithVocal[] = { hour };
startWithConsonant[] = { europe, university };

Above sentence would be used this way:

player kbTell [ BIS_HQ, // to "Airstrike", // topic "AirstrikeRequest", // sentence ["Team", {}, "Anvil", ["Anvil"]], // argument 1 ["Location", {}, "Strelka", ["Strelka"]] // argument 2 ];

.bikb BIS_fnc_kbTell Example

Arma 3
class Sentences
{
	class Sentence1
	{
		text = ""; // must be empty
		textPlain = "$STR_MySubTitle";
		/* other parameters */
	};
};

In an addon/mod scope, an additional subtitle entry is available to have subtitle rendered with BIS_fnc_showSubtitle: textPlain, declared as shown.
This is not available for standard missions as BIS_fnc_kbTellLocal only checks configFile and none of missionConfigFile or campaignConfigFile.

BIS_fnc_kbTell needs a Description.ext CfgSentences entry presented as follows:

class CfgSentences
{
	class MissionName
	{
		class Event1
		{
			file = "kb\event1.bikb";	// mandatory
			class Sentences
			{
				class Sentence1
				{
					// the following arguments are used by BIS_fnc_kbTell (if they are defined, they are not mandatory)
					actor = "obi1";		// (missionNamespace getVariable actor) speaker variable name (can NOT be "player")
					variant = "";		// used by BIS_fnc_kbTell to define an alternative sentence
					variantText = "";	// used by BIS_fnc_kbTell to define an alternative sentence
				};
				class Sentence2
				{
					actor = "griev";
				};
				class Sentence3
				{
					actor = "griev";
				};
			};
		};
	};
};

with a .bikb file looking like this:

class Sentences
{
	class Sentence1
	{
		text = "$STR_HelloThere";
		speech[] = { "\Sound\hello.ogg" };
		class Arguments {};
	};
	class Sentence2
	{
		text = "$STR_GeneralKenobi";
		speech[] = { "Sound\gk.ogg" };
		class Arguments {};
	};
	class Sentence3
	{
		text = "$STR_YouAreABoldOne";
		speech[] = { "Sound\bold.ogg" };
		class Arguments {};
	};
};
class Arguments {};
class Special {};
startWithVocal[] = { hour };
startWithConsonant[] = { europe, university };


A tidier way of doing so is to put all the needed information in the .bikb file:

class Sentences
{
	class Sentence1
	{
		text = "$STR_HelloThere";
		speech[] = { "\Sound\hello.ogg" };
		class Arguments {};
		actor = "obi1";
	};
	class Sentence2
	{
		text = "$STR_GeneralKenobi";
		speech[] = { "Sound\gk.ogg" };
		class Arguments {};
		actor = "griev";
	};
	class Sentence3
	{
		text = "$STR_YouAreABoldOne";
		speech[] = { "Sound\bold.ogg" };
		class Arguments {};
		actor = "griev";
	};
};
class Arguments {};
class Special {};
startWithVocal[] = { hour };
startWithConsonant[] = { europe, university };

And to include it via #include in Description.ext:

class CfgSentences
{
	class MissionName
	{
		class Event1
		{
			file = "kb\event1.bikb";
			#include "kb\event1.bikb" // avoids a double declaration
		};
	};
};


Et voilà ! All that remains to be done now is to call the discussion like this: ["Event1", "MissionName"] call BIS_fnc_kbTell; // note that the topic comes first; the game will make the defined actors say the lines in the order they were declared. BIS_fnc_kbTell will manage to use kbAddTopic, kbTell and other commands.


Please note:
  • use class CfgSentences in Description.ext
  • use class Sentences in .bikb files


Conversation FSM

As stated earlier, the Conversation FSM fires on sentences received by an AI and defines an AI unit's reaction. The Conversation FSM receives the following arguments:

  • _this: Object - receiver or listener of the sentence. One of the units that had this particular script assigned via kbAddTopic
  • _from: Object - the unit that told the sentence
  • _sentenceId: String - the sentence this unit is reacting to. Defined in .bikb in class Sentences
  • _topic: String - topic name used in kbAddTopic

See also: FSM, FSM Editor

Conversation FSM Example

A simple FSM that AI uses to react to a speaker's sentences


Conversation Event Handler

The Conversation Event Handler is not an Event Handler as we know them. It is Code that will be executed with each sentence received by a player, and will constantly fire (onEachFrame) when the player is pointing at a "talkable" person at "talkable" range. Following parameters are passed:

  • _this: Object - the player receiving the sentence. Must have had this particular script assigned via kbAddTopic
  • _from: Object - the unit that told the sentence
  • _sentenceId: String - the sentence the player is reacting to. Defined in .bikb in class Sentences
  • _topic: String - topic name used in kbAddTopic

Its return format is an Array of arrays (or an empty array) and can look like this:

[ [ localize "STR_AnswerTitle1", // conversation menu's display text "myTopic", // topic to answer to "answer1SentenceId", // sentence ID [] // sentence arguments ], [ localize "STR_AnswerTitle2", "myTopic", "answer2SentenceId", [] ] ];

There is a certain resemblance with the kbTell syntax; note that the forceRadio parameter is not present.

The Conversation Event Handler's code is executed in unscheduled environment !

Conversation Event Handler Example

// here we will be storing all the sentences from which the player will choose (left side menu) // if there is only one option in the array, the sentence will replace the "Talk to" action name private _convMenu = []; // we want the player to be able to approach his buddy and talk to him via the action menu. // we need to check: // if the player is pointing at his buddy // if the player is not answering any of his buddy's sentences // if the player has not told him hello already // then we add that array to _convMenu - the parameters are mostly self-explanatory: if (_from == buddy1 && _sentenceId == "" && !(_this kbWasSaid [_from, _topic, "hello1", 999999])) then { _convMenu pushBack ["Say hello.", _topic, "hello1", []]; }; // here we make the unit say the proper sentence based on the one he just received // switch-case-do is used here but it is only one solution to manage sentences (if-then etc could do) switch (_sentenceId) do { case "hello1": { _this kbTell [_from, _topic, "hi_how_are_you"]; }; case "good_you": { _this kbTell [_from, _topic, "fine_thanks"]; }; case "what_do_we_do": { // the player will have 3 answers to choose from: _convMenu pushBack ["Football.", _topic, "choose_football", []]; _convMenu pushBack ["Bike.", _topic, "choose_bike", []]; _convMenu pushBack ["Arma 2.", _topic, "choose_arma2", []]; }; }; // return the sentence list pool _convMenu;


See Also