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Author Topic: Dialog (menus) generator tool  (Read 8829 times)

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Offline myke13021

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Re:Dialog (menus) generator tool
« Reply #30 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?

Offline Chris Death

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Re:Dialog (menus) generator tool
« Reply #31 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
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How to use Waypoint type Scripted

Offline myke13021

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Re:Dialog (menus) generator tool
« Reply #32 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.
« Last Edit: 08 Apr 2004, 18:31:38 by myke13021 »

Offline myke13021

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Re:Dialog (menus) generator tool
« Reply #33 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

Offline Chris Death

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Re:Dialog (menus) generator tool
« Reply #34 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
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

How to use Waypoint type Scripted

Offline Killzone

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Re:Dialog (menus) generator tool
« Reply #35 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.

"Everyone dies so deal with it and move on"

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Offline Planck

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Re:Dialog (menus) generator tool
« Reply #36 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
I know a little about a lot, and a lot about a little.

Offline Razorwings18

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Re:Dialog (menus) generator tool
« Reply #37 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.

Offline myke13021

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Re:Dialog (menus) generator tool
« Reply #38 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
« Last Edit: 10 Apr 2004, 02:37:48 by myke13021 »

Offline Chris Death

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Re:Dialog (menus) generator tool
« Reply #39 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
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

How to use Waypoint type Scripted

Offline Chris Death

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Re:Dialog (menus) generator tool
« Reply #40 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
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

How to use Waypoint type Scripted

Offline Razorwings18

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Re:Dialog (menus) generator tool
« Reply #41 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.

Offline myke13021

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Re:Dialog (menus) generator tool
« Reply #42 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).



Offline Chris Death

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Re:Dialog (menus) generator tool
« Reply #43 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
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

How to use Waypoint type Scripted

Offline Razorwings18

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Re:Dialog (menus) generator tool
« Reply #44 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.