uiox 0 Posted March 19, 2003 Why not for addon? I know #include <> but it's not "clean" Share this post Link to post Share on other sites
uiox 0 Posted March 19, 2003 NO DIALOG IN ADDON NO berk You don't care You don't script Ha ha ha Share this post Link to post Share on other sites
soul_assassin 1750 Posted March 19, 2003 sorry m8 i forgot my decoder ring at work so cant decypher ur writing rite now ill come back to it later thoug... Share this post Link to post Share on other sites
uiox 0 Posted March 19, 2003 If you can't put a description of dialog in an addon you can't do an addon with a dialog. Hargh harght Share this post Link to post Share on other sites
USMC Sniper 0 Posted March 19, 2003 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. Share this post Link to post Share on other sites
uiox 0 Posted March 19, 2003 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.... Share this post Link to post Share on other sites
bn880 5 Posted March 19, 2003 </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 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. Share this post Link to post Share on other sites
Hudson 0 Posted March 20, 2003 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> Â 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. Share this post Link to post Share on other sites
dinger 1 Posted March 21, 2003 ...nice tip. but you still have to use the description.ext Share this post Link to post Share on other sites
uiox 0 Posted March 21, 2003 </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 <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) Share this post Link to post Share on other sites
Hudson 0 Posted March 21, 2003 7--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (uiox @ Mar. 21 2003,087)</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 . 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   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. Share this post Link to post Share on other sites
dinger 1 Posted March 22, 2003 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. Share this post Link to post Share on other sites