Modular Dialog System – Cold War Veil

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Author: psifena(Ghost)

Last revision: 29 Nov, 2025 at 12:34 UTC

File size: 24.64 MB

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Description:

Welcome to complete Modular Dialog System. This is a part of my last scripting journey in ArmA 3 that was made for my campaign, so I decided to give out few of the scripts I worked on as a individual MODs. Enjoy :]

Features

Complete modular Dialog System that utilizes the modules or you can utilize your own scripts
– Modular base Action Button system
– Supports multiple options opening dialog
– Support branching system {at current version only via scripting}
– Own playDialog function
– Own Cold War {Operation Flashpoint} radio system {currently can be acces via scripts}

COMPATIBLE WITH:
CQB Interactions from Phenosi

Roadmap

– Integrating SHOP system
– Czechoslovakian MONEY props with Money Wallet + UI
– Smoking and Thirst system + UI
– Creating modular BRANCHing system

Systems I created but not sure if you would like to see those or need to me implemented. Do let me know in comments. I could release a showcase
– Radio communication system for Singleplayer experiences
– Call in for Heli pickup and landing initated or canceled via smokes {green good, red abort}
– Basic BUILD system {Not that modular}
– My own Flacktarn Uniforms for my rebels of Sokol movement from ’86

TUTORIALs & LINKs

YouTube Tutorial for basic implementation and using the scripts
… WIP – YouTube tutorial on how to use the own Radio Communication.
GitHub link for basic dialog scripts[github.com]

USEFULL FUNCTIONS

Dialog with subtitles:
Description: You can use this function together with another to have interactive dialog. The sleep function utilizes how long is the pause between individual functions. Or you can use the module Play Line, just be aware, the module can be used only ONCE. But this function can be used multiple times :]

[ speaker , "soundName","Subtitles", 3] spawn cwv_fnc_playLine

*speaker – name of the unit, without brackets. Be aware that the name of the speaker is defined in his IDENTITY TAB :] so you can change it there to whatever.
*soundName – the name of the sound that is defined in the description.ext with brackets
*Subtitles – the text within brackets.
*3 – just paste a number how long you want the dialog be, good pracitce is give +1second to your sound file.
Note: dont use "call function" it will give you syntax error because of tha sleep function that waits.

Radio side chat:
Description: A side chat dialog that utilizes the background radio noise from the nostalgic ArmA: Operation Flashpoint. Be aware, it doesnt mimic the frequency filter, but good practice is to use Distortion at 1200 Hz. But you have to use some sound software but it should be doable in Da Vinci. For converting files to .ogg i recomend using Aiseesoft Wav to OGG.

[ speaker , "soundName","Subtitles", 3] spawn cwv_fnc_playRadioLine

*speaker – name of the unit, without brackets
*soundName – the name of the sound that is defined in the description.ext with brackets
*Subtitles – the text within brackets
*3 – just paste a number how long you want the dialog be, good pracitce is give +1second to your sound file.
Note: This function uses the END buzz sound at the end. If you have long voicover you can use just plain radio background sound with function

[ speaker , "soundName","Subtitles", 3] spawn cwv_fnc_playRadioLineNoEnd