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Tommo

Dialog execution error :(

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Hi all,

I've made a dialog for one of my missions (called RespawnDialog) which allows weapon selection at the start of the map and for every respawn. Its basically a dialog with 4 buttons labeled G36a, G36c, G36k and M249 which gives you the selected weapon and mag corresponding to the button selected. It works fine on its first run when the mission starts and also in the editor if I run it multiple times, but after the first respawn it creates the error:

'mpmissions\__CUR_MP.Sara\description.ext/RespawnDialog/' is not a value

I've tried the elimination process of the RespawnDialog in description.ext but I ended up with the class being completely empty and the game still having the error. Otherwise, the dialog works perfectly every time, its just after the first respawn that it has the error. Here's the code:

Description.ext bit:

class RscTaste

{

type = 1;

idc = 1;

style = 2;

colorText[] = {0, 0, 0, 1};

colorDisabled[] = {0, 0, 0, 0};

colorBackground[] = {0, 0, 0, 0};

colorBackgroundDisabled[] = {0, 0, 0, 0};

colorBackgroundActive[] = {0, 0, 0, 0};

colorFocused[] = {1, 0, 0, 0};

colorShadow[] = {0.7, 0.7, 0.7, 1};

colorBorder[] = {0, 0, 0, 0};

borderSize=1;

offsetX = 0;

offsetY = 0;

offsetPressedX = 0;

offsetPressedY = 0;

font = bitStream;

sizeEx = 0.03;

size = 0.7;

soundPush[] = {"ui\ui_ok", 0.2, 1};

soundClick[] = {"ui\ui_ok", 0.2, 1};

soundEscape[] = {"ui\ui_cc", 0.2, 1};

soundEnter[] = {"ui\ui_cc", 0.2, 1};

y = 0.45;

w = 0.10;

h = 0.07;

};

class RespawnDialog

{

idd = 1;

movingEnable = true;

controlsBackground[] ={"Hintergrund","Nadpis","Taste1","Taste2","Ta

ste3","Taste4"};

class Hintergrund

{

idc = 1;

type = 0;

style = 80;

colorBackground[] = {0.5,0.55,0.6,0.5};

colorText[] = {0,0,0,1};

font = bitStream;

sizeEx = 0.04;

text = "";

size = 1;

x = 0.19;

y = 0.381;

w = 0.63;

h = 0.20;

};

class Nadpis

{

idc = 103;

type = 0;

style = 64;

colorBackground[] = {0,0,0,0};

colorText[] = {0.7, 0.8, 0.7, 1};

text = "Weapon:";

font = bitStream;

sizeEx = 0.04;

size = 1;

x = 0.20;

y = 0.385;

w = 0.608;

h = 0.18;

};

class Taste1: RscTaste

{

x = 0.23;

y = 0.45;

w = 0.10;

h = 0.07;

text = "G36a";

action = player exec "G36a.sqs";

};

class Taste2: RscTaste

{

x = 0.38;

text = "G36c";

action = player exec "G36c.sqs";

};

class Taste3: RscTaste

{

x = 0.53;

text = "G36k";

action = player exec "G36k.sqs";

};

class Taste4: RscTaste

{

x = 0.68;

text = "M249";

action = player exec "M249.sqs";

};

};

To run the RespawnDialog I use a trigger in the mission with:

repeating=1;

expCond="not alive player";

expActiv="player exec ""dialog.sqs""";

And inside dialog.sqs I have a camera created to show the player, then run RespawnDialog like this:

createDialog "RespawnDialog"

Anyone have any ideas? This creation of a dialog in ArmA seems to be completely different to OFP, unfortunately.

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'mpmissions\__CUR_MP.Sara\description.ext/RespawnDialog/' is not a value

Rename your 'RespawnDialog' to something else, e.g. 'MyRespawnDialog' and change it accordingly in your scripts when your dialog gets loaded, and it'll be fixed.

Apparently RespawnDialog is a reserved name in Armed Assault now wink_o.gif

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Is there a tutorial or even a small application for making a dialog to ArmA?

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