Lenyoga 326 Posted August 22, 2014 I'm bad with titles. What I want to ask is if there's a way to create dialogs that do not influence gameplay (you can still run around and interact, don't have a mouse cursor activated on the screen, etc.) CutRsc is no viable candidate, it would already be used for something else going on on-screen. Things like the unitInfoType and hint dialogs also don't stop anything, would it be possible to create such an element? Share this post Link to post Share on other sites
faguss 65 Posted August 23, 2014 titleRsc can be used together with cutRsc. Things like the unitInfoType You could add new class to RscInGameUI and then change ID number in the unitInfoType property in the unit class but there's no access to those dialogs from scripting side. So all you can do is rearrange pre-existing stuff. Last resort would be to create dialogs and then simulate movement with Fwatch. Share this post Link to post Share on other sites
Lenyoga 326 Posted August 23, 2014 titleRsc can be used together with cutRsc. You could add new class to RscInGameUI and then change ID number in the unitInfoType property in the unit class but there's no access to those dialogs from scripting side. So all you can do is rearrange pre-existing stuff. Last resort would be to create dialogs and then simulate movement with Fwatch. Ah, I see, it'll be titleRsc then. Thanks for the clarification! Share this post Link to post Share on other sites
faguss 65 Posted September 25, 2014 Last resort would be to create dialogs and then simulate movement with Fwatch For those interested I've made an example mission __MovementWithDialog.Intro. Basic movement, no vertical aiming unfortunately. Share this post Link to post Share on other sites