wizzywig 0 Posted June 10, 2004 hi i would like to move my dialog in to my cpp. i have bean useing a Description file with #include <GLCM\dialogs.h> inside to run it but how do i get it so it is run from the addon cpp so that i dont need to add any Description files in the mission dir thanks Share this post Link to post Share on other sites
hardrock 1 Posted June 10, 2004 No way, unfortunately You have to make it as you already have: Create a header file in your addon's directory (.h or .hpp) and use the include command in the description.ext of every mission that you make and that needs this dialog Syntax: #include <PBONAME\header.h> It does also work with subdirectories, f.i. "PBONAME\dlg\header.h" Share this post Link to post Share on other sites
Ninja_STO 0 Posted June 11, 2004 If it does turn out you can't get it to work without the Description.ext...maybe you can include with the addon some sort of user mission that acts as a "Template"? The template can include and needed .ext as well as briefing that includes link to a user manual for in-game reference. All a mission maker must do is load up their favorite island, merge the template, and start making their mission from there. All the needed stuff will already be included, and will be fast and easy. But again, this is only thing I can think of as being a "last resort" if in case it can't be part of the addon itself. Am I sounding like a complete gimp now? Share this post Link to post Share on other sites
wizzywig 0 Posted June 16, 2004 No way, unfortunatelyYou have to make it as you already have: Create a header file in your addon's directory (.h or .hpp) and use the include command in the description.ext of every mission that you make and that needs this dialog Syntax: #include <PBONAME\header.h> It does also work with subdirectories, f.i. "PBONAME\dlg\header.h" this is the way im doing it now thanks any way Share this post Link to post Share on other sites