OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: CopyrightPhilly on 28 Jun 2005, 19:54:53

Title: moving dialog...
Post by: CopyrightPhilly on 28 Jun 2005, 19:54:53
ok what i;m after is my dialog to move in from the left or from the right... (the same way as the control menu dose, the one were u control the ai)

is this possable without a sh!t load of dialogs?

cheers,
Phil
Title: Re:moving dialog...
Post by: Planck on 28 Jun 2005, 20:33:08
Hmmmmm........I have never really thought much about that.   :)

But, looking at the resource.bin:
Code: [Select]
class RscMainMenu
   {
   access=3;
   title="$STR_COMMAND";
   atomic=0;
   items[]={"Move","Target","Engage","GetIn","Status","Action","CombatMode","Formations","Team","Reply","HideMenu"};
...
...
...
...

The only bit in there I don't recognise well is:

atomic=0;

So maybe that has something to do with it.


Planck
Title: Re:moving dialog...
Post by: CopyrightPhilly on 28 Jun 2005, 20:38:03
yea i took the same out of mine, didnt make any diffrence at all  :-\

why is it everytime i want to do somthing i cant  :D

anymore ideas? anyone?

cheers,
Phil
Title: Re:moving dialog...
Post by: General Barron on 28 Jun 2005, 22:59:54
Scripted dialogs can't do everything that the built-in dialogs can. Take the circular "azimut" slider for example. This might be one more of those things :(.

However, you could use a #define to set it up where you can make 1 whole dialog with 1 line in your description.ext. So if it takes 40 frames to move the dialog in, then you would only need 40 lines of description.ext. See the cfgMoves.hpp of the game's config for some examples of how it works.