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Author Topic: Dialogs  (Read 549 times)

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Offline SilentHunter

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Dialogs
« on: 08 Mar 2005, 00:52:01 »
*momentarily comes back to life*

How do you…

have a constant text box on screen that doesn't interfere with game play
that is always selected so whatever numbers/letters are presses they are entered into that field

If it cant be done, closest thing to it will do…

SILENTHUNTER

*dies*
(if u don't get it don't worry, p*** poor attempt at joke)
[size=4.5]NERDS HAVE FEELINGS TOO! [/size] [size=2.5]*adjusts glasses*[/size]

Offline The-Architect

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Re:Dialogs
« Reply #1 on: 08 Mar 2005, 04:26:42 »
There's a really good dialogue tutorial in the ed depot.
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline General Barron

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Re:Dialogs
« Reply #2 on: 08 Mar 2005, 07:22:54 »
Whenever you have a dialog up, the player loses "normal" controls; instead he gets a cursor, and his keypresses go into whatever control is up. So basically, he can't move around, shoot, or do anything while the dialog is up. I assume that is what you mean by "interfering with gameplay". Unfortunately there is no way around this.

I'm kind of unclear on what you want though, because how could you type stuff into a text box and play the game normally at the same time? Your character would move around while you try to type.... so I must not understand what you are asking.

Cut resources, however, look very similar to dialogs, and CAN be on the screen without interfering with the gameplay. Check out my tutorial on them here. There is no way to "type stuff in to" a cut resource, though.
HANDSIGNALS COMMAND SYSTEM-- A realistic squad-control modification for OFP
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Offline SilentHunter

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Re:Dialogs
« Reply #3 on: 09 Mar 2005, 00:00:30 »
the plan was,

an invisable text box would be on screen, which would launch a script on reciept of certian key strokes,

(not for cheating, honestly)

SILENTHUNTER
[size=4.5]NERDS HAVE FEELINGS TOO! [/size] [size=2.5]*adjusts glasses*[/size]

Offline General Barron

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Re:Dialogs
« Reply #4 on: 09 Mar 2005, 20:46:35 »
Not possible, but you can detect when the player inputs certain movement keystrokes (for example, move forward, reverse, sidestep, etc). Check out this script here.
HANDSIGNALS COMMAND SYSTEM-- A realistic squad-control modification for OFP
kexp.org-- The best radio station in the world, right here at home! Listen to John Richards!