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mongomiller

Dialog not appearing

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Hey Guys,

I've created a Dialog just with a Background. I call it with a script.

So here is my Description.ext

#define CT_STATIC 0
#define CT_BUTTON 1
#define CT_EDIT 2
#define CT_SLIDER 3
#define CT_COMBO 4
#define CT_LISTBOX 5
#define CT_TOOLBOX 6
#define CT_CHECKBOXES 7
#define CT_PROGRESS 8
#define CT_HTML 9
#define CT_STATIC_SKEW      10
#define CT_ACTIVETEXT 11
#define CT_TREE 12
#define CT_STRUCTURED_TEXT 13
#define CT_CONTEXT_MENU 14
#define CT_CONTROLS_GROUP 15
#define CT_SHORTCUTBUTTON 16
#define CT_XKEYDESC 40
#define CT_XBUTTON          41
#define CT_XLISTBOX 42
#define CT_XSLIDER 43
#define CT_XCOMBO           44
#define CT_ANIMATED_TEXTURE 45
#define CT_OBJECT 80
#define CT_OBJECT_ZOOM 81
#define CT_OBJECT_CONTAINER 82
#define CT_OBJECT_CONT_ANIM 83
#define CT_LINEBREAK 98
#define CT_ANIMATED_USER 99
#define CT_MAP              100
#define CT_MAP_MAIN 101
#define CT_LISTNBOX 102

#define ST_POS 0x0F
#define ST_HPOS 0x03
#define ST_VPOS 0x0C
#define ST_LEFT 0x00
#define ST_RIGHT 0x01
#define ST_CENTER 0x02
#define ST_DOWN 0x04
#define ST_UP 0x08
#define ST_VCENTER 0x0c

#define ST_TYPE 0xF0 
#define ST_SINGLE 0
#define ST_MULTI 16
#define ST_TITLE_BAR 32 
#define ST_PICTURE 48 
#define ST_FRAME 64
#define ST_BACKGROUND 80 
#define ST_GROUP_BOX 96 
#define ST_GROUP_BOX2 112 
#define ST_HUD_BACKGROUND 128 
#define ST_TILE_PICTURE 144 
#define ST_WITH_RECT 160 
#define ST_LINE 176

#define ST_SHADOW 0x100
#define ST_NO_RECT 0x200 						// this style works for CT_STATIC in conjunction with ST_MULTI
#define ST_KEEP_ASPECT_RATIO 0x800

#define ST_TITLE ST_TITLE_BAR + ST_CENTER

#define SL_DIR 0x400
#define SL_VERT 0
#define SL_HORZ 0x400

#define SL_TEXTURES 0x10 						// Listbox styles #define LB_TEXTURES 0x10
#define LB_MULTI 0x20
#define FontM "Zeppelin32"

class MyDialog {
	idd = -1;
	movingEnable = true;
	enableSimulation = false;
	controlsBackground[] = { };
	controls[] = { };
	objects[] = { MyBG };

	class MyBG {
			idc = -1; 
			type = CT_STATIC; 
			style = ST_LEFT;
			colorBackground[] = { 0, 0, 0, 0.9 };
			colorText[] = { 0, 0, 0, 1 };
			font = FontM;
			sizeEx = 0.023;
			x = 0; y = 0;
			w = 3; h = 3;
			text = "";
	}; 
};

And this is my window.sqf (I call it in game with: this addAction ["OpenDialog","window.sqf"]; on an ammobox)

_ok = createDialog "MyDialog";

So when I go to my Ammobox and select "OpenDialog" the game freezes and i get the cursor. But theres no Dialog or Background! When I press ESC the game continues.

Please help me.

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Hmm, well I'll look into when I get up tomorrow and hopefully figure it out. If you figure it out before I do just let me know and explain it to me, for I've been wanting to create my own dialog for awhile as well.

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This is quite an old post so I assume you managed to resolve your issue, thought I would post an answer though as this had me stumped for a couple of hours, so hopefully it will help anyone else with the same issue.

The answer is actually very simple. Whether or not you define your dialog classes in description.ext or in an external .hpp file which you include in description.ext (via #include) you need to actually save the mission in the mission editor before reloading. This is because the mission editor only reads description.ext once when you initially load the mission. When you save the mission the editor reloads description.ext.

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