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Copy and paste your conversation in Mission Editor

How to integrate the conversations you build in Mission Editor

In Mission Editor :

  1. In the Create panel, click the Systems tab
  2. Expand Scripting folder
  3. Place a Level Script on your map . (This is level.lua script)
  4. Place a Library Script on your map
  5. Select the Library Script and on the Modify panel, go to Lua Script and select ConvLib in Script Name combo list.

Add the code below in the level.lua script

function onCreate()
-- Speech
conversations = scripts.library.convLib.convLib:new();
speech();
end

In SAR SpeechMaker :

Build conversations and click the "Show" button.
Then click the "Copy to Clipboard" button

Back to Mission Editor :

Paste the data from the clipboard at the end of the level.lua script
(This is a sample code from SaintAxe&Ror Operation Squirrel)

-- =============================================================================
-- SPEECHS
-- =============================================================================
function speech()

spDisembark = conversations:add({
{actor = "player", say = "or_disembark_pl"}, -- Disembark
}, true);

spBoardTheVehicle = conversations:add({
{actor = "player", say = "or_board_veh_pl"}, -- Board the vehicle
}, true);

spBeachSecure = conversations:add({
{actor = "player", say = "inf6_03_hun_01"}, -- The beach is clear, move to ...
}, true);

spApproachBeach = conversations:add({
{actor = "radio", say = "inf6_01_hun_01"}, -- We're opening a new front.
}, true);

spAaaEliminated = conversations:add({
{actor = "player", say = "inf6_09_hun_01"}, -- All hostile triple A eliminated.
}, true);

spFuelSecure = conversations:add({
{actor = "player", say = "m01_adline04"}, -- Fuel Depot Secured. All Ene...
}, true);

spGoMonastery = conversations:add({
{actor = "radio", say = "inf7_01_hun_01"}, -- Ok, we've got an update on the ...
{actor = "player", say = "inf5_07_hun_03"}, -- These guys have no idea what's ...
}, true);

spSamOut = conversations:add({
{actor = "player", say = "dem1_08_m06_01"}, -- The SAM site has been eliminated.
{actor = "player", say = "inf5_07_m01_02"}, -- Oorah!
}, true);

spEnd = conversations:add({
{actor = "player", say = "inf8_15_mas_02"}, -- Congratulations, gentlemen. You'...
{actor = "player", say = "spc2_12_m06_01"}, -- On the move.
}, true);

end

Finally, add the code below :

function onSpeechEnd(entity, speech, id)
finished = conversations:onEnd(id);
end

Now you can call the conversations like below in any of the functions you use in the level.lua script

function onPlaceableKill_SamLauncher1(placeable, attacker)
conversations:start(spSamOut)
end