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uiox

A resource.cpp or bin?

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Why not for addon?

I know #include <> but it's not "clean"

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NO DIALOG IN ADDON

NO

berk

You don't care

You don't script

Ha ha ha

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wow.gif sorry m8 i forgot my decoder ring at work so cant decypher ur writing rite now biggrin.gif ill come back to it later thoug...

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If you can't put a description of dialog in an addon you can't do an addon with a dialog.

Hargh harght

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Can you please try to make yourself a bit clearer, for example writing something in your native language and translating it here. Right now I can't make much out of what your trying to say.

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uiox + mariruana + not good knowledge of English = actual post

You are right.

Sorry

Forget it

PS i'm not good in english, you know, i know, we know, do you understand the problem? I explain :

DIALOGS IN ADDONS

no problem with this I think....

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (uiox @ Mar. 19 2003,17:26)</td></tr><tr><td id="QUOTE">uiox + mariruana + not good knowledge of English = actual post<span id='postcolor'>

or in scripting terms

actual post = uiox + marijuana + not good knowledge of English

smile.gif

OKay, yes, I hope in the next battlefield engine they will allow for Dialogs in addons. It's pretty Important for things like artillery if I'm correct.

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Dialogs ARE possible in addons, we used one for the cluster bomb setup in the F18. There are a couple things you have to do though. Setup the dialogs in a txt file and name it YourFile.hpp. Then any mission you want to use the dialogs on add the code #include <YourAddonName\YourFile.hpp>  in a description.ext file. This can also be done with materials.hpp and others. Havnt tried resource.hpp but I imagine it works just the same.

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...nice tip.

but you still have to use the description.ext

wink.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Dinger @ Mar. 21 2003,03:19)</td></tr><tr><td id="QUOTE">...nice tip.

but you still have to use the description.ext

wink.gif<span id='postcolor'>

Right Dinger

And if you need a file description.ext it's not a real stand alone addon.

I have done some scripts in an addon for:

Drone

Remote control vehicles

Missile caméra & bullet camera

And some projects

Toadlife gives me the idea of a real arty script, nan, not a marker, you move the "pipe" of the cannon with dialog, and extand the idea to battery missile.

Parachute,wing etc...

Remote control box for bombs, objects, etc.

Radar, satellite

A real camera

Advanced GPS

Enigma machine (and try to code strings with numbers, and when the code is finish, script ICQ in OFP for MP mission)

But for the moment it's only scripts, not addon (download & play)

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wow.gif7--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (uiox @ Mar. 21 2003,08wow.gif7)</td></tr><tr><td id="QUOTE">And if you need a file description.ext it's not a real stand alone addon.<span id='postcolor'>

Oh come on now, your just making excuses biggrin.gif . You know that most of all quality missions out there have a description.ext file. Its used for alot of things you need in a mission. Sounds, Score, Mission parameters, Respawn, dialogs all need a description.ext file. Its very hard to find a completed quality mission out there without one. I dont see this as any serious drawback to an addon. Anyone can add the required code, its not rocket science  tounge.gif  Your not going to find another way to get the popups in your addon. Its either pack a .hpp file with the addon and add 1 line of code to a desc.ext file. Or you can add all the dialog code to every missions description.ext file you  plan on using the popups in. The soultion is a no brainer to me. 1 line of code and a hpp file packed with the addon. Easiest on the addon maker and anyone that wants to use the dialog in their mission.

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That's beside the point.

Believe it or not, every requirement beyond "put in your addons folder" decreases the likelihood that it will be inserted in a mission, and increases the burden the addon maker has in supporting the addon.

Yes, it's the only way to do it, and yes, it's not much for an experienced mission editor to do. But most addon freaks are not experienced mission editors.

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