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the_demongod

Issues with dialogs?

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Hi all,

I've noticed that BI seems to be very conservative with their use of dialogs in game. Apart from the Inventory, they really don't ever show up.

Why is this? Do they cause large amounts of lag or require large amounts of scripting?

It's a shame really, there is so much buried potential. Imagine being able to open a dialog and be able to control explosives that way, setting timers (or a clock time) and linking them (some sort of frequency thing perhaps). We could ditch the current issue where your only option is stay within radio range to set them all off at once, or having to set the timer one click at a time, 40 seconds each. It would be a much more fluid system.

It would be great for waypoint realism too. You would go to your map, find the grid of your destination, and type it into the GPS which would point you toward your destination. It would be a much more immersive process, and great for high difficulty scenarios that have disabled the shift-click map waypoint.

Does anybody know why such things have been avoided so far?

Cheers

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They probably avoided it because it is a pain and time consuming process. Also, creating a lot of dialogs creates larger files. Which would mean that every core ArmA file would be bigger. Which equals even slower loading times for people without SSD's.

Another reason could be: ArmA /2/3/ has an amazing mod community so maybe Bohemia was like; if they want it, they will make it themselves.

No need to make core files huge or slow down the process of certain actions in game required to use in game functionality.

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