OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Razorwings18 on 23 Mar 2004, 11:09:48

Title: Dialog (menus) generator tool
Post by: Razorwings18 on 23 Mar 2004, 11:09:48
Is there such a thing as a visual "Dialog generator for description.ext" tool? I couldn't find one.
Title: Re:Dialog (menus) generator tool
Post by: WizzyWig on 23 Mar 2004, 13:11:29
i dont know of any but there is a great tut by Vektorboson just do a google search
Title: Re:Dialog (menus) generator tool
Post by: macguba on 23 Mar 2004, 19:08:19
Or just look in the Editors Depot.
Title: Re:Dialog (menus) generator tool
Post by: Razorwings18 on 24 Mar 2004, 08:15:57
Thanks to both of you for your replies. Actually, I've been working on a tool that does exactly that (WYSIWYGish dialog generator), but I wanted to make sure nothing better existed, since there's not much point in uploading something that someone else has already done better.
Sorry I missled you. Here's a screenshot showing what it can do in less than 30 seconds  ;D .

Title: Re:Dialog (menus) generator tool
Post by: Chris Death on 24 Mar 2004, 16:35:54
looks promissing - lookin forward for that

~S~ CD
Title: Re:Dialog (menus) generator tool
Post by: vektorboson on 24 Mar 2004, 19:50:29
Very nice  :)
Title: Re:Dialog (menus) generator tool
Post by: General Barron on 31 Mar 2004, 05:51:00
Ohhhhhhhhhh............ SO many people are going to love you when you release that thing!

There are a lot of people out there who don't know how to make dialogs, and haven't learned because they seem too complicated, but would love to make them. I recently started figuring out dialogs, but I would much rather make them using a tool like that. It would save SO much time!

I remember a tool came out on the official forums that was supposed to do very limited dialog creation, like just showing you the size of rectangles or something, but not making complete dialogs. I never figure out how to use it. The guy never fully completed it, but there was so much interest in the thing. When you finish this, be sure to post it on the official forums; it will be of great service to the community :)
Title: Re:Dialog (menus) generator tool
Post by: Razorwings18 on 31 Mar 2004, 06:18:34
Yep. I've just uploaded it, so check the pending submissions in the Editor's Depot if you're aching for it  :P .
Thanks for the advise on letting people on the official forums know; I'll do so once I've sorted out whatever bugs may get reported. Right now it's an open beta, which means just a couple of my friends and I tested it.

Quote
There are a lot of people out there who don't know how to make dialogs, and haven't learned because they seem too complicated, but would love to make them.

Indeed; I was one of them. That was until I started the scriptset I'm working on right now, which requires some HEAVY dialog-making. I figured it'd take me about the same time to develop this tool and have it make the dialog for me, than to fiddle with control and dialog classes manually. So here I am, releasing a tool that does something I never have!  ;D

EDIT: EEEKKKKK... I almost forgot. Vektorboson, thanks for your excellent tute. About 40% of OFPDM is there thanks to you. Thought I'd tell you "personally" rather than just in the "Acknowledgements".

Cheers.
Title: Re:Dialog (menus) generator tool
Post by: General Barron on 31 Mar 2004, 06:50:30
Alright! This tool is awesome!!!
Haven't used it much yet, but it looks great. Here are a few little nit-picky comments though (should be easy fixes):

It would be nice to have the "ok" button as the default so I can just press 'enter' after editing those controls.

The static/active text controls are kinda annoying how they act in some ways like a textbox. Either their text property should be editable by editing the text in the box (without double-clicking on the control), or you shouldn't be able to highlight text and there shouldn't be the blinking cursor.

Since the text doesn't resize itself in the textbox, which seems like it would be hard to do, it would still be nice to have some kind of visual representation of how tall the text will be. An easy solution may be to just have a colored rectangle representing the height of the text, and possibly even the width. Something like that would be very useful.

Just some little suggestions for an already great tool  ;D :o 8)
Title: Re:Dialog (menus) generator tool
Post by: PsyWarrior on 31 Mar 2004, 13:50:13
Greetings,

All Hail Razorwings!

I have been learning how to create dialogs, but I find it to be a tedious and frustrating process...

-Type for hours to get the code down
-load Mission
-preview
-dialog is crap.
-Edit position of all controls, without really knowing where they'll end up.
-load mission
-preview
-dialog is worse
-edit size, font, position and colour of all controls
-load mission
-OFP crashes with "found 'c' expected';'"
-Tear hair out...

Razorwings18, you may have just saved my life (or at least my hair). I heard about a dialog editor that was in progress over at Flashpoint1985.com, but it seemed to disappear.

I can now finish several of my missions-in-progress in a tenth of the time it would have taken otherwise.

Thankyou! :thumbsup:  ;D

-Supreme Commander PsyWarrior
-Psychic Productions Studios.
Title: Re:Dialog (menus) generator tool
Post by: Planck on 01 Apr 2004, 00:30:58
OK Razorwings

I have also downloaded your tool, I haven't tried it yet as I had a few problems with installation, story as follows.

I am using Windows Me.

Installation reported that it couldn't proceed because some system files needed updating........Press OK to allow Setup to update the files......Press Cancel to quit Setup.

I pressed Cancel.

I might add that my Windows Me is fully up to dat as far as Windows Updates go.

I unzipped the CAB file and had a look to see which system files it meant, some of the DLL's and ActiveX controls were older than the ones on my system.

OK........So I took a backup copy of the relevant files on my system then told Setup to go ahead and update my system files.

Rebooted......Tried installation again..........same thing happened.

Then I remembered.....Windows Me will let you quite happily delete or replace system files.......it doesn't complain at all.
It just politely replaces the originals immediately afterwards.

In the end I just extracted OFPDialogueMaker.exe and the readme.txt into their own folder and ran it from there.

The tool opened, but I haven't played with it yet.

I will let you know how it goes.


Planck
Title: Re:Dialog (menus) generator tool
Post by: Razorwings18 on 01 Apr 2004, 01:12:11
Thank you for your comments. I'm glad you found the tool useful, and even got to save parts of your anatomy just by using it!  ;D

Quote
It would be nice to have the "ok" button as the default so I can just press 'enter' after editing those controls.

The static/active text controls are kinda annoying how they act in some ways like a textbox. Either their text property should be editable by editing the text in the box (without double-clicking on the control), or you shouldn't be able to highlight text and there shouldn't be the blinking cursor.

Since the text doesn't resize itself in the textbox, which seems like it would be hard to do, it would still be nice to have some kind of visual representation of how tall the text will be. An easy solution may be to just have a colored rectangle representing the height of the text, and possibly even the width. Something like that would be very useful.
The ENTER for OK (and ESC to cancel) part was already in the plans and completely doable.

Text and Active text don't look like textboxes; they are textboxes. I had to use them instead of label controls since the latter lack some events I needed. I'll see if I can find a way to help having the text selected when you drag the mouse over it. Avoiding the textbox's standard common dialog is also in the plans (that is particulary annoying to me).

As for the font sizes, I'll see what I can do. I know the font's height -since it's a control property-, but in order to know the width I'd have to study how each font's size works and hardcode a height-to-width ratio for all of them.


Quote
I can now finish several of my missions-in-progress in a tenth of the time it would have taken otherwise
I hope this tool will let us see an increase in missions that ship with dialogs. Dialogs are quite versatile, and can be used for way more than just menus if you use your imagination.

Quote
OK Razorwings

I have also downloaded your tool, I haven't tried it yet as I had a few problems with installation, story as follows.

I am using Windows Me.

Installation reported that it couldn't proceed because some system files needed updating........Press OK to allow Setup to update the files......Press Cancel to quit Setup.

I pressed Cancel.

I might add that my Windows Me is fully up to dat as far as Windows Updates go.

I unzipped the CAB file and had a look to see which system files it meant, some of the DLL's and ActiveX controls were older than the ones on my system.

OK........So I took a backup copy of the relevant files on my system then told Setup to go ahead and update my system files.

Rebooted......Tried installation again..........same thing happened.

Then I remembered.....Windows Me will let you quite happily delete or replace system files.......it doesn't complain at all.
It just politely replaces the originals immediately afterwards.

In the end I just extracted OFPDialogueMaker.exe and the readme.txt into their own folder and ran it from there.

The tool opened, but I haven't played with it yet.

I will let you know how it goes.
One of my concerns when releasing this beta was particularly how OFPDM would behave under different OSes. I think the sensible thing to do would be to put a DLL-free non-installing version up for download, since modern MS OSes already come with VB6 DLLs. Whatsmore, the download would be in the 300KB in that case. Thanks for the heads-up; let me know how it works.
Title: Re:Dialog (menus) generator tool
Post by: PsyWarrior on 01 Apr 2004, 12:07:42
Greetings,

For the record, I had exactly the same problem as Planck, under Win2k with a 1.5Ghz AMD Athalon and a GeForce 4 Ti4800 SE. The installer always reports that system files need to be updated.

After updating the files and restarting, I get the same message.

Strangely, after extracting the CAB, I can run the application without any problems, without resolving the system files problem, possibly without installing at all.

After this, I was fairly impressed. It's not exactly MS Visual Studio (but then I never expected it to be), but it does make dialog editing several thousand times easier. The best thing is that it allows you to position your dialogs and controls visually, eliminating the trial and error, and error, and error...
[ some time later ]... and error nature of convential dialog editing. :thumbsup:

One question: do all the pictures and listboxes/ comboboxes have to be configured in .sqs?

-Supr. Cmdr. PsyWarrior
-Psychic Productions
Title: Re:Dialog (menus) generator tool
Post by: Razorwings18 on 02 Apr 2004, 10:38:11
OK, I've put a non-installing DLL-free version for download along with the other one, so that should more or less solve the problem.

Quote
One question: do all the pictures and listboxes/ comboboxes have to be configured in .sqs?
Depends on what you mean by "configure". For pictures, certainly not; just type the name of your image in the "Text" property of the picture control and you're done. Just make sure your picture file's height and width are a number corresponding to a power of 2 (2, 4, 8, 16, 32, 64...).
For listboxes and comboboxes, if you mean if they must be filled from your SQS, that's mostly correct. Of course you could fill them from anywhere else, including through button or active text's actions, but the bottom line is that the only way to fill them is through scripting commands. Personally, I wouldn't have it any other way.

Quote
It's not exactly MS Visual Studio
Tell you what: give me the kind of budget the MS VS team was granted, and I'll give you effin Dreamweaver  ;D
Title: Re:Dialog (menus) generator tool
Post by: PsyWarrior on 02 Apr 2004, 16:11:35
Depends on what you mean by "configure". For pictures, certainly not; just type the name of your image in the "Text" property of the picture control and you're done. Just make sure your picture file's height and width are a number corresponding to a power of 2 (2, 4, 8, 16, 32, 64...).
For listboxes and comboboxes, if you mean if they must be filled from your SQS, that's mostly correct.

Understood. I agree that that's the best way. I'm fluent in .sqs, so it isn't a problem for me - just checking that I wasn't missing anything...

Who needs MS Visual Studio anyway? This ingenious little app has allowed me to accomplish more in a day of editing than I could have done in a week!

One thing that would be really nice (although probably very hard to implement) would be a grid to 'snap' objects to, to assist with lining up controls. However, I could live without this. The only modification I'd really like to see at some point is the inclusion of more fonts - It's really not that difficult for me to change the fonts once OFPDM has generated the code, but it would still be nice to eliminate this extra step as well.

-Supr. Cmdr. PsyWarrior
-Psychic Productions
Title: Re:Dialog (menus) generator tool
Post by: rhysduk on 02 Apr 2004, 16:20:01
WOW  :o A great tool for anyone with OFP..

One request though is to , maybe have a feature that lets you preview you dialogue as it would appear in game..

Instead of creatingt he description file and testing that way..

Other than that the only problem is installing.. i installed and it said missing files.. so i extracteed the ZIP file in the ZIP file  ;) and just ran the program without installing.. works fine :)

Rhys
Title: Re:Dialog (menus) generator tool
Post by: Spinor on 02 Apr 2004, 17:20:52
Positively awesome!!!!
This will certainly become an indispensable tool for me.

As a suggestion I second PsyWarriors idea of 'Snap to grid' (and/or using cursor keys to move on a grid).
Title: Re:Dialog (menus) generator tool
Post by: Razorwings18 on 03 Apr 2004, 06:57:55
Quote
One thing that would be really nice (although probably very hard to implement) would be a grid to 'snap' objects to, to assist with lining up controls. However, I could live without this. The only modification I'd really like to see at some point is the inclusion of more fonts - It's really not that difficult for me to change the fonts once OFPDM has generated the code, but it would still be nice to eliminate this extra step as well.

Hmmm.... actually, I think a "snap to grid" function wouldn't be hard to implement at all. I'll give it a try.
As for fonts, the only thing keeping me from adding all of them is that I've yet got to extract the fonts.pbo to see their names (unless someone is kind enough to send me a list before I do - *wink* *wink*), so as I said in the readme.txt, they'll all be there in the final version.

Quote
One request though is to , maybe have a feature that lets you preview you dialogue as it would appear in game
If I could've done that in some relatively easy way, i'd have made the editor itself be a preview. As it is, I think it's too much work for a somehow unimportant (albeit cute) feature.
Title: Re:Dialog (menus) generator tool
Post by: Razorwings18 on 03 Apr 2004, 07:32:12
Update: I just added "snap to grid" to OFPDM... told you it was easy  8)
I'll upload it with the next update along with all the requested functions I can squeeze in though.
Title: Re:Dialog (menus) generator tool
Post by: Planck on 03 Apr 2004, 13:29:26
Here is a list of the contents of the Fonts.pbo.

AudreysHandB48.fxy
AudreysHandB48-01.paa
AudreysHandB48-02.paa
AudreysHandI48.fxy
AudreysHandI48-01.paa
AudreysHandI48-02.paa
CourierNewB64.fxy
CourierNewB64-01.paa
CourierNewB64-02.paa
Garamond64.fxy
Garamond64-01.paa
Garamond64-02.paa
SteelfishB128.fxy
SteelfishB128-01.paa
SteelfishB128-02.paa
SteelfishB128-03.paa
SteelfishB128-04.paa
SteelfishB64.fxy
SteelfishB64-01.paa
SteelfishB64-02.paa
SteelfishB64CE.fxy
SteelfishB64CE-01.paa
SteelfishB64CE-02.paa
TahomaB24.fxy
TahomaB24-01.paa
TahomaB36.fxy
TahomaB36-01.paa
TahomaB48.fxy
TahomaB48-01.paa
TahomaB48-02.paa


Nothing can hold you back now.   ::)


Planck
Title: Re:Dialog (menus) generator tool
Post by: Igor Drukov on 03 Apr 2004, 13:46:06
And don't forget to implement the 3D Dialogs either    :beat: ;D


Once again, excellent work, a must-have tool  :thumbsup:

Title: Re:Dialog (menus) generator tool
Post by: Planck on 03 Apr 2004, 17:45:36
Ok razorwings

I have played around with your tool a lot and I can report that it works fine here on my system......Windows Me.

This really is a very good tool, it saves a lot of frustration, and makes the job of creating dialogues much much quicker.

Well Done!!


Planck
Title: Re:Dialog (menus) generator tool
Post by: Razorwings18 on 05 Apr 2004, 07:08:31
I've uploaded version 0.6b of OFP Dialog Maker, which includes some features I think you'll find both interesting and essential.

No 3D dialogs yet (hold your horses Igor!), but here's what whatsnew.txt says:

0.6b
-----
- Grid functionalities added (snap to grid, move controls with ctrl+arrow, set grid size for each dialog).
- ENTER for OK and ESC for Cancel.
- Dragging the mouse over texts, inputs, combos and listboxes won't select the the text within the control or move the cursor. At least it's less annoying that way.
- Control resizing by dragging the mouse.
- Rectangle while moving or resizing a control now shows its shape and estimated size/position.
- Full list of fonts added to control properties.
- Font sample shown when selected in the properties combo.
- Added "Multiline" and "Shadow" capabilities to static text.
- Revamped .OFD file system to insure backward compatibility in future versions
- BUGFIX: Wholesize property enabled for controls where it's not applicable.

Thanks for the fonts list, Planck!
Title: Re:Dialog (menus) generator tool
Post by: Razorwings18 on 05 Apr 2004, 21:28:36
Just updated to 0.61b fixing a small bug:
- BUGFIX: After cancelling the dialog name change window, it'd be imposible to change any other dialog name.
Title: Re:Dialog (menus) generator tool
Post by: Planck on 05 Apr 2004, 21:48:00
Just in case anyone is in any doubts about how useful this tool is, and is dithering about over whether to try it or not, I have attached here a small demo mission which includes a dialogue I made with this tool............ in one day.

The mission needs no unofficial addons, but does require Resistance.

Once started follow the 'hints'.
These hints are the instructions.....there is no readme.

Its just a bit of fun, but shows you what can be done very quickly with this tool and a few scripts.

Once unzipped, just place it in your \Users\yourname\missions folder

EDIT......Now I'm off to download the latest version........just noticed there is a new one.

Planck
Title: Re:Dialog (menus) generator tool
Post by: sanam on 07 Apr 2004, 13:17:35
Must have it.

Just 2 weeks ago I was on a challenge, called DoFP_StrategyPack (http://www.ofpec.com/yabbse/index.php?board=27;action=display;threadid=16673). Where the actual triggering of WP with Boolean "switches" proved FAST ans EASY. But, to create the Dialog allowing the player to choose his strategy (aka his next move) What a Mess.

Actually, I don't see much of them. Dialogs in-Game, I mean.Too hard to do, I guess.

There is a question tough: I used the GPS.p3d as menu-displayer device. Funny. Is it possible with your tool? A lot of "backgrounds" are available actually. Would make it nice...

Why do people always asks for more ?
Actually, I saw on the "Pending" page that I just gotta wait to see if you can mix together with Igor Drukov's work. Good to see that.

Thanks - Peacepunk.
To save time to readers: link to the Pending Page
http://www.ofpec.com/editors/list.php?show=pending (http://www.ofpec.com/editors/list.php?show=pending)
Title: Re:Dialog (menus) generator tool
Post by: myke13021 on 07 Apr 2004, 23:35:05
uhm...i would really like to have this...unfortunately i always get the nolinking page...and i did read these instructions and followed them...means, i configured my firewall as it was described.

Is there any other place to get this awesome tool? Or is there any1 who could send it to me per email? myke@stormtroopers.ch would be the address.

i hope someone can help, as i think this tool would push the map i'm working on from "really nice" to "awesome"  ;D
Title: Re:Dialog (menus) generator tool
Post by: Planck on 07 Apr 2004, 23:38:55
Check your email.

This is the no dll version.


Planck
Title: Re:Dialog (menus) generator tool
Post by: myke13021 on 07 Apr 2004, 23:42:52
hey thx alot Planck...didn't thought it would go so damn fast.

As i always say...OFPEC is best and so are the peeps in here.

many thousand thx (kiss your feet)  ;D
Title: Re:Dialog (menus) generator tool
Post by: Planck on 07 Apr 2004, 23:46:44
emmmm yes..........yw anyway.  :o


Planck
Title: Re:Dialog (menus) generator tool
Post by: myke13021 on 08 Apr 2004, 12:50:54
yes, indeed...a really nice little program...(yes, i do like understatement... ;D)

There's now only one thig i miss....A TUTORIAL..lmao....(i'm sorry for being a noob)

no, no, it's okay...most things i figured out myself and i must say...awesome little program...congrats Razorwing.

Just one thing i need to know...how do i close these Menu's?
I guess there's a command i could put into a button's "action" field.

And is there a way to get variables in the menu (like: who used the menu actually) and pass them to scripts which are called with a button?
Title: Re:Dialog (menus) generator tool
Post by: Chris Death on 08 Apr 2004, 15:12:16
What about that Mikey?

action = "closeDialog 0";

btw - there is this tutorial by Vektorborson, which should
make way more sense in combination with Razorwings
tool, + there is another tut by Igor Drukov in the pending list,
which i think shall be an addition to Vektorborsons one.

:btw - the closeDialog command should also be found in
the comref.

~S~ CD
Title: Re:Dialog (menus) generator tool
Post by: myke13021 on 08 Apr 2004, 18:27:42
Mikey?...lol....thanx for your reply "Crissy"...j/k u bud

well. sometimes i'm just a little too lazy to search on the tut's...i'm sorry for that.
But now i'll take a look into it...now as i know it exists  ;D

:edit:

uhm...well..exactly what i thought....when i try download vectorbosson's tut i get the "nolinking" page...and yes, i did read it and followed it's instructions...still no workee.

If someone can help me out please.
Title: Re:Dialog (menus) generator tool
Post by: myke13021 on 09 Apr 2004, 17:18:10
thx alot for sending me the tutorials...a really great help...but there's one thing i couldn't find in there.

Can these dialogues pass variables to a script?
What i'm trying to do is:

i want to create such dialogues as some sort of Dealer catalog (i.e. Car dealer) so you go to a specific point, activate the "catalogue" with an entry from the action menu (this works), and then you'll have several buttons to buy Cars...so when you click on a button, a script will be executed which checks if the player has enough money to buy this car and several other things. So what i need to know....how can i make the dialogue telling the script WHO has used it.

Before i started with the dialogues, i had a addaction for each Car. There i knew by using _this select 1 i can reveal the variable needed..

Is there something similar....in fact, as i do open the dialogue by an addaction, the variable should be already set...how can i make the dialogue passing this variable to the following script.

i think this is the only thing i need to know to make my dialogue work as i want it to.

Any help welcome.

ps: as i'm absolutely new to dialogue making (huge thx to Razorwing again for his awesome program), a detailed answer would be nice  ;D
Title: Re:Dialog (menus) generator tool
Post by: Chris Death on 09 Apr 2004, 22:54:36
Quote
Mikey?...lol....thanx for your reply "Crissy"...j/k u bud

lol yeah - i mixed up the Y in your name  :-[
There's this other Mikey around in the forum  ;D

Anywayz, there where you exec the script by pressing the button, you only need to pass (as you already said) _this select 1 to the next script.

guy = _this select 1; at the top of your dialogue script, started
by the action command.

[guy] exec "otherscript.sqs"

And voilla, in the other script you can use: _this select 0
to indicate the guy who's doin' that.

~S~ CD
Title: Re:Dialog (menus) generator tool
Post by: Killzone on 09 Apr 2004, 23:48:53
Hi

I just tried using this but  wehn I try to load the mission with the description.ext in it it crashes to the desktop with a box that say this:

Users\Steve\missions\dialogTest.intro\description.ext/testdialog/:'f' encountered instead of '{'

Does anyone know what this is and what I am doing wrong?

When I create a description.ext file does there need to be anything more in it then the code for tyhe dialog?

Thanks for the help I would like to get this working.

Title: Re:Dialog (menus) generator tool
Post by: Planck on 10 Apr 2004, 00:03:09
No Killzone

Just copy paste the generated description.ext text from the dialogue makers output window into a new  notepad document.

If that is what you are doing then I'm not sure what is going wrong here.


Planck
Title: Re:Dialog (menus) generator tool
Post by: Razorwings18 on 10 Apr 2004, 00:16:17
Quote
btw - there is this tutorial by Vektorborson, which should
make way more sense in combination with Razorwings
tool
When making menus with OFPDM, I always keep Vektorboson's dialog scripting reference open. Those commands can also be found in BIS' official scripting reference, but Vektorboson's got everything summed up.

Quote
I just tried using this but  wehn I try to load the mission with the description.ext in it it crashes to the desktop with a box that say this:

Users\Steve\missions\dialogTest.intro\description.ext/testdialog/:'f' encountered instead of '{'
My best guess without seeing the ext file is that either you're writing something in some field (like NAME, TEXT or ACTION) that uses special characters that description.ext doesn't like, or that you forgot to erase something or added something to the text generated by the dialog. Of course, a bug can't be ruled out either.
If you post your description.ext file it'll be easy to tell what's wrong.
Title: Re:Dialog (menus) generator tool
Post by: myke13021 on 10 Apr 2004, 02:36:39
Ok Chris, i think i got it...but let me repeat this in my words for making sure i have it correct.

I have a script which is attached with addaction to an object (a flag pole in my case). In this script i reveal the loon which used the action by setting the line

guy = _this select 1

at the top, and in the same script i call the dialogue i made.
The buttons from the dialogue will call another script, which i have to call with

[guy] exec "myscript.sqs"

and inside this script, as usual, i put in

_guy = _this select 0

for further use inside the script.

If i see this correctly, the first "guy" is a global variable, but as both scripts are executed on same PC i don't have to make it publicvariable.

So the second scripts just access to this variable.


Please check if i get it right.

thx again for your help Chris
Title: Re:Dialog (menus) generator tool
Post by: Chris Death on 10 Apr 2004, 06:50:11
Myke, yep - all you said is correct here.

Only one thing you should take care about too:

In your first script (dialogue script), compare

_this select 0 to _this select 1 (owner vs executor)
If not equal, exit the script.

That way you can make sure, that it's the right person,
who runs the script.

Otherwise it could happen, that somebody close to you
will use the action being attached to you, which could screw
up the whole local only theory.

Anywayz, i think this is going a bit off-topic actually, as this
is more an editing problem, and no more related to Razorwings
absolutely brilliant dialog maker tool  ;D

Razorwings, you could maybe add a few action command
templates, like the closeDialog (create exit button or so).

Also what about implementing a dialog commands reference
(beat me if it's already there, and i haven't just had a look for it yet  ;D )

~S~ CD
Title: Re:Dialog (menus) generator tool
Post by: Chris Death on 10 Apr 2004, 06:58:44
hmm - one problem i got since v 06b:

With 06b i tried to load a dialogue, made with 05b
This ended with "no response", and i had to terminate
the dialog maker by task manager.
Now i thought it's been just a version problem, but when
i tried to load a dialogue, made with 061b, there were also
no response by the program anymore.

Seems i can't reload saved dialogues to continue working on
them  :(

~S~ CD
Title: Re:Dialog (menus) generator tool
Post by: Razorwings18 on 10 Apr 2004, 09:58:36
Quote
Razorwings, you could maybe add a few action command
templates, like the closeDialog (create exit button or so).

Also what about implementing a dialog commands reference
(beat me if it's already there, and i haven't just had a look for it yet   )
If I had to implement a dialog command reference, all I'd do is put a button that opened Vektorboson's command reference. In other words: download Vektorboson's tutorial and use that instead. It's crystal clear, and perfectly organized.

Quote
hmm - one problem i got since v 06b:

With 06b i tried to load a dialogue, made with 05b
This ended with "no response", and i had to terminate
the dialog maker by task manager.
Now i thought it's been just a version problem, but when
i tried to load a dialogue, made with 061b, there were also
no response by the program anymore.
From v0.6b I changed the .OFD file format, but left a code to be able to load old v0.5b files all the same. I take it that code may have a bug for what you're saying.
Please send me the offending .OFD file to ofpdm@hotpop.com so I can see what's causing the problem and fix it.
Title: Re:Dialog (menus) generator tool
Post by: myke13021 on 10 Apr 2004, 15:17:32
hay thx alot Cris for your help...now i think i can get it to work...just one things...

there's no need to compare _this select 0 to _this select 1 (owner vs executor) because the action is attached to an static object (flagpole).


Title: Re:Dialog (menus) generator tool
Post by: Chris Death on 10 Apr 2004, 15:44:51
Razorwings,

For the comref i meant simply, like you said a button.
But not to the whole tut by VB, more i meant it as a reference
for only the commands. Like VB's tutorial offered a command ref,
at the end of each of his examples. I do also always have his tute
beside, but i thought it would be a good enhancement for your
tool to make it stand-alone.

btw - downloading VB's tute, is and will be still a must for ppl to
understand what they're doing, as you said: it's just a tool to make it easier and save time by creating dialogues, but it's also
excellent for ppl to get the hang, what VB is talking about there
in his tutorial, when seeing it in practical use  :D


For the error:

It's not when trying to load a dialogue from a different version,
it even happens when loading a dialogue of the same version,
which has been used to save the dialogue. Whatever i try, i cannot save a dialog, and reload it to do further work. All i can
do is: to do it in one piece
It's not related to a specific ofd file, it happens to all files i save.

Shall i still send you the offending file(s) ?

:note - surely i wouldn't send yer all of 'em - only one ;D

@Myke:

 :o duh - lost somewhere between the lines, that the actions
were attached to static objects  :D

~S~ CD
Title: Re:Dialog (menus) generator tool
Post by: Razorwings18 on 10 Apr 2004, 22:13:13
Sure, Chris. Send me one of the files that don't work. It may also be related to the regional configuration you're using in Windows, so please also let me know which one you're using.
Title: Re:Dialog (menus) generator tool
Post by: myke13021 on 11 Apr 2004, 01:38:38
Razorwings

please let me tell you, you're a god!

this tool you made is exactly what i needed for my actual map. You can be sure you'll get an extra credits section into this mission.
Title: Re:Dialog (menus) generator tool
Post by: NeoKabookie on 18 Apr 2004, 16:55:14
I am new to scripting so if this question is a no brainer don't laugh.  I installed your editor and got it to work fine with buttons and other stuff but one thing that I cannot get working is drop down menus.  The tutorial that comes with it says nothing about making them and if anyone knows how I would appriciate a brief example of how to do this.  Also razorwings18, i would suggest adding into the tutorial that comes with it a detailed example of how to use all the dialog controls
Title: Re:Dialog (menus) generator tool
Post by: Planck on 18 Apr 2004, 17:09:35
You should use this tool in conjunction with VectorBosons Dialogue Tutorial.....available from the Editors Depot.


EDIT:.........I posted an example mission on page 2 of this thread.....Take a look at that to see how drop downs are made.

Planck
Title: Re:Dialog (menus) generator tool
Post by: NeoKabookie on 24 Apr 2004, 00:45:19
Thank you for that.  I read through VectorBosons Dialogue Tutorial and I was able to make list boxes and drop down boxes.  This will make my missions a lot more interesting now.
Title: Re:Dialog (menus) generator tool
Post by: Chris Death on 02 May 2004, 15:08:23
About my problem with reloading a previously saved
dialog into your dialog maker tool:

I've tried to do it on my PC at work too (to make sure it isn't
a single pc problem), and same happened there.

If i load a dialog, previously saved (save and load with the
very same version of the tool), dialog maker doesn't response
anymore.

I've already sent you such an ofd file to the email address, you
mentioned.

Anybody else having experienced this problem yet?

---------------------------------------


Now to something different:

as i already said, it would be nice, if you could add some kind
of default template dialogue features.

See there's the slider - it would be cool having the option for
placing a vertikal or horizontal slider (atm there's only ST_HPOS)
available, and in case i want to create an up/down slider, it
cannot be done through dialogmaker (only in description.ext).

Then there's another thingy:

Actually it's only possible to drag one single object, where
it would be handy to select more at once - may it be by dragging
a square around, or by ctrl-click or shift-click.
Don't take this one too serious, as i seem to reckon that you're
already trying to implement that feature.


Then i got one question to anybody, having experience with
dialogues:

What style would i have to use to create a 360° circle slider?
I mean such a slider, which is used for their unit's heading, when
you place a unit in the editor.

~S~ CD
Title: Re:Dialog (menus) generator tool
Post by: Chris Death on 06 May 2004, 16:23:56
Larsen,

the problem is: you have to know what you're doing, when
trying to merge two different description.ext files.

There's two seperate things when making a dialog:

The definition of the controls
(this is only required once)

and

The definition of the dialog itself - where the dialog-arrangement will be configured
(this has to be done seperately for each dialog)

e.g: class mydialog1

The whole stuff below is only required once in your description.ext file.

Code: [Select]
// Control types                           == NECESSARY==
#define CT_STATIC                  0
#define CT_BUTTON                  1
#define CT_EDIT                     2
#define CT_SLIDER                  3
#define CT_COMBO                  4
#define CT_LISTBOX               5
#define CT_ACTIVETEXT            11

// Static styles
#define ST_HPOS                  0x0F
#define ST_LEFT                  0
#define ST_RIGHT               1
#define ST_CENTER               2
#define ST_UP                     3
#define ST_DOWN                  4
#define ST_VCENTER            5

#define ST_TYPE                  0xF0
#define ST_SINGLE               0
#define ST_MULTI               16
#define ST_TITLE_BAR         32
#define ST_PICTURE            48
#define ST_FRAME               64
#define ST_BACKGROUND         80
#define ST_GROUP_BOX         96
#define ST_GROUP_BOX2         112
#define ST_HUD_BACKGROUND   128
#define ST_TILE_PICTURE      144
#define ST_WITH_RECT         160
#define ST_LINE                  176

#define ST_SHADOW               256
#define ST_NO_RECT            512

#define ST_TITLE               ST_TITLE_BAR + ST_CENTER

// Predefined controls
#define IDC_OK                  1
#define IDC_CANCEL            2

// Colors
#define TextColor         0.08, 0.08, 0.12
#define InvTextColor   0.35, 0.38, 0.36

// Fonts
#define FontS "tahomaB24"
#define FontM "tahomaB36"

#define FontHTML "courierNewB64"
#define FontHTMLBold "courierNewB64"
#define FontMAP "courierNewB64"
#define FontMAIN "SteelfishB64"
#define FontMAINCZ "SteelfishB64CE"
#define FontTITLE "SteelfishB128"
#define FontTITLEHalf "SteelfishB64"
#define FontBOOK "garamond64"
#define FontNOTES "AudreysHandI48"

class RscText
{
   type = CT_STATIC;
   idc = -1;
   style = ST_LEFT;
   colorBackground[] = {0, 0, 0, 0};
   colorText[] = {TextColor, 0.75};
  font = FontS;
   sizeEx = 0.02;
};

class FancyFont:RscText
{
   type = CT_STATIC;
   idc = -1;
   style = ST_NO_RECT;
   colorBackground[] = {0, 0, 0, 0};
   colorText[] = {TextColor, 0.75};
   font = FontS;
   sizeEx = 0.02;
};

class RscActiveText
{
   type = CT_ACTIVETEXT;
   style = ST_LEFT;
   color[] = {0, 0, 0, 1};
   colorActive[] = {1, 1, 1, 1};
  font = FontMAIN;
   sizeEx = 0.05;
   soundEnter[] = {"ui\ui_over", 0.2, 1};
   soundPush[] = {, 0.2, 1};
   soundClick[] = {"ui\ui_ok", 0.2, 1};
   soundEscape[] = {"ui\ui_cc", 0.2, 1};
   default = false;
};

class RscActiveMenu : RscActiveText
{
   color[] = {1, 1, 1, 1};
   colorActive[] = {1, 0, 0, 1};
   font = FontTITLEHalf;
   sizeEx = 0.05;
   default = false;
};

class RscButton
{
        type = CT_BUTTON;
        idc = -1;
        style = ST_CENTER;
        colorText[] = {0, 0, 0, 1};
        font = FontHTML;
        sizeEx = 0.025;
        soundPush[] = {, 0.2, 1};
        soundClick[] = {"ui\ui_ok", 0.2, 1};
        soundEscape[] = {"ui\ui_cc", 0.2, 1};
        default = true;
};

class RscObject
{
   type = CT_OBJECT;
   scale = 1.0;
   direction[] = {0, 0, 1};
   up[] = {0, 1, 0};
};

class RscObjNotebookListBox
{
   type = CT_3DLISTBOX;
   style = 0;
   selection = "display";
   angle = 0;
   size = 0.8;   // 3D size
   colorSelect[] = {0, 1, 0, 1};
   colorSelectBackground[] = {0, 1, 0, 0.2};
   colorText[] = {0, 1, 0, 0.5};
   font = FontHTML;
};
class RscLB_C
{
        style = 0;
        idc = -1;
        colorSelect[] = {1,1,1,1};
        colorSelectBackground[] = {0,0,0,1};
        colorText[] = {0,0, 0, 0.6};
        colorBackground[] = {0,0,0,0};
        font = FontHTML;
        sizeEx = 0.025;
        rowHeight = 0.04;
};
class RscListBox : RscLB_C
{
        type = CT_LISTBOX;
};
class RscCombo : RscLB_C
{
        type = CT_COMBO;
        wholeHeight = 0.3;
};

class RscEdit
{
       idc = -1;
       type = 2;
       font = "courierNewB64";
       sizeEx = 0.02;
       colorText[] = {0,0,0,1};
       colorSelection[] = {0.5, 0.5, 0.5, 1};
       autocomplete = false;
       style = 0;
};

hope this helps

~S~ CD
Title: Re:Dialog (menus) generator tool
Post by: Spinor on 06 May 2004, 22:51:07
Quote
If i load a dialog, previously saved (save and load with the
very same version of the tool), dialog maker doesn't response
anymore.

I've already sent you such an ofd file to the email address, you
mentioned.

Anybody else having experienced this problem yet?
The same here, no loading of saved .ofd files possible.

Quote
What style would i have to use to create a 360° circle slider?
I mean such a slider, which is used for their unit's heading, when
you place a unit in the editor.
AFAIK, these are not available though scripting. Could be mistaken though.
Title: Re:Dialog (menus) generator tool
Post by: Razorwings18 on 07 May 2004, 11:17:23
Chris: did you get my reply to your mail -about a week ago-?
In case you didn't, I asked if you could send me your regional configuration settings (in both machines), and if possible the system specs. The OFD file you sent me worked perfectly for me.
The "template" idea is a good one, but I think it may be a bit tough to implement without doing some major code shuffling. I'll add it to my "ideas" list.

Spinor: Could you send me yours too? I'm trying to establish a pattern so I know where to look.
Title: Re:Dialog (menus) generator tool
Post by: Chris Death on 07 May 2004, 12:30:28
Yeah Razorwings,

First i wanna say thanx for your quick reply

Second: I suppose as Spinor seems to be from Germany (ain't i
a good spy or what  ;D ) and i am from Austria - we both having
german language oriented system configurations - maybe the
problem comes somewhere from this direction, as my home pc
and my pc at work are also only sharing the same region
and language settings - and nothing else.

Now the systems:


my PC:

AMD Athlon XP 3000+
GeForce FX 5200
1gb ram

Microsoft Windows XP Home Edition
Version   5.1.2600 Service Pack 1 Build 2600

region: Austria
language german (austria)

work's PC:

somewhere around a P2 600 mhz
no 3d graphics card (will post more specific later)
128 mb ram

a british Windows 2000 (been told so by a guy from our
pc section)
region: Austria
language: german (austria)


If you need further info - ya know where to tell me  :D

:edit - P.S: thanx Spinor too, for at least letting me know
that i shouldn't spend all my time to find the circle slider setup.

~S~ CD
Title: Re:Dialog (menus) generator tool
Post by: Ben-J on 20 Aug 2004, 02:03:18
I've got the same problem, Chris.

When I try to install this Dialog Maker, the setup says to me:

"Setup cannot continue because some system files are out of date on your system. Click OK if you would like setup to update these files for you now. You will need to restart Windows before you can run setup again. Click cancel to exit without updating system files."

I click on "OK" and setup ask me if I want to restart Windows.
I say "Yes" and my computer reboot.

Then, I run the setup again and the same message pops up. ???

It's like the setup hasen't updated the out of date files.

I've tried to install it 4 or 5 times and the same thing happened.

So I've decided to use the ofpdm0.61b_nodlls.zip version and it works perfectly.

But I've got the same problem.
When I try to load a saved OFD file, Dialog Maker freezes and I must close it with a Ctrl-Alt-Del!

Maybe it's VB6 who crashes Dialog Maker because it's not updated.
I've noticed it uses a US version of VB6.

my PC:

INTEL Pentium IV 1500 Mhz
GeForce IV 4200
256 Mb ram

Microsoft Windows ME Home Edition
Version   4.90.300

region: France
language: french

As you can see I'm a Frenchman.

I hopes it will help you.
See ya.

Title: Re:Dialog (menus) generator tool
Post by: Ben-J on 20 Aug 2004, 03:40:36
I'VE GOT THE SOLUTION !

It's as easy as pie.

It seems that the program cannot load files that are not in the folder where the OFPDialogueMaker.exe is.

I've just copy/past my OFD files in the folder of the OFPDialogueMaker.exe and it works ! :thumbsup:

I think this problem must be fixed or must be written in the readme.txt
Title: Re:Dialog (menus) generator tool
Post by: Ben-J on 20 Aug 2004, 04:05:30
Hum... sorry.
I've made a mistake.
I must be tired!

Here is the real solution... hum... well I think ...

When you insert a new dialog, the program set the grid size to 0.
But the progam cannot load a dialog with a grid size of 0.
So when creating a new dialog, don't forget to change the grid size!

That's how I've resolved my problem.

I wish it will resolve yours! ;)
Title: Re: Dialog (menus) generator tool
Post by: ZoRG on 07 Apr 2008, 06:33:59
The program "OFPDialogueMaker" gives out an error at start:


Component 'Comdlg32.ocx' or one of its dependencies not correcrly registered: a file is missing or invalid



How with it to struggle? :dunno:
_______________________
Как-же я заи*ался это все переводить :)) :cool2:
Title: Re: Dialog (menus) generator tool
Post by: h- on 07 Apr 2008, 08:38:10
Download Comdlg32.ocx from here (http://www.snapfiles.com/help/missingfiles.html).

If I remember correctly you just put the file in the same folder as the dialogmaker exe is.
Title: Re: Dialog (menus) generator tool
Post by: ZoRG on 07 Apr 2008, 10:50:06
Everything, thanks has very much helped :good:
Title: Re: Dialog (menus) generator tool
Post by: ZoRG on 07 Apr 2008, 11:13:39
Now gives out at point use "Insert New Dialog":

Run-time error '339':
Component    'MSCOMCTL.OCX '   or one of its dependencies not correcrly registered: a file is missing or invalid

Now whence to download?  :D
Title: Re: Dialog (menus) generator tool
Post by: Planck on 07 Apr 2008, 17:58:30
I think there were originally 2 versions of this, the first required, ermm was it VisualBasic runtime libraries or somesuch.

And the other did not, will see what I can find out.


Planck
Title: Re: Dialog (menus) generator tool
Post by: Acecool on 04 Aug 2008, 11:30:28
I know this is old but here is a trick, if you saved a file and can not open it... open it in notepad and look for

"0.61"
"DIALOG1"
"OFPDM_INFO_GRIDSIZE"
0


change the 0 upder ofpdm to 1 and it will load.