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Author Topic: Dialogue Help  (Read 694 times)

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Offline Messiah

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Dialogue Help
« on: 11 Jul 2004, 00:18:08 »
ok... I havn't the faintest idea how to write dialogues, and learning stuff like that tears my hair out...

im just wondering if some1 our there could write a very very simple dialogue for my mission?

basically it requires 4 Buttons only with the Title above the buttons being:

LS Designation

then the four buttons are:

LS Alpha
LS Bravo
LS Charlie
LS Delta


these buttons should activate a script each, each script is easily named alpha, bravo, charlie and delta.sqs. Once the player has selected the button, the dialogue should be removed and play resumes..

i know its askng for help, and a lot of it, but im stumped  ???

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Offline dmakatra

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Re:Dialogue Help
« Reply #1 on: 11 Jul 2004, 01:10:33 »
As it's almost 2 o clock (pm, am, dunno shite about that, its 0200 hours anyway) here right now I'm not very happy to be makin a dialog. I'll get back to you in the afternoon, m-kay? :D

:beat: *Gets Shot* :beat:

Offline Planck

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Re:Dialogue Help
« Reply #2 on: 11 Jul 2004, 02:33:43 »
Ok ......try this description.ext which contains the dialog definition.

You only need to decide how to activate the dialog.

Either in a trigger or someones init line or a script, even Radio Alpha ......etc.

The dialog in the description.ext is named "LSDesig".

You can start it from a script with:

_ok = createDialog "LSDesig"
?(!_ok): hint "Error!"; exit

or something similar.

Hope it is what you want.


Planck
I know a little about a lot, and a lot about a little.

Offline Messiah

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Re:Dialogue Help
« Reply #3 on: 11 Jul 2004, 10:40:03 »
spanking! just what the doctor ordered... thanks alot mate  :D
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PsyWarrior

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Re:Dialogue Help
« Reply #4 on: 11 Jul 2004, 16:13:29 »
Greets, Messiah.

Razorwings18's OFP dialog maker may be what you're looking for. It can make dialogs like the one you describe with no coding at all...

It's quite simple to use too. Try it, you may be surprised... ;)

-Supr. Cmdr. PsyWarrior
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Offline Messiah

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Re:Dialogue Help
« Reply #5 on: 11 Jul 2004, 19:05:55 »
i'll go have a looksie... cheers for the heads up :)
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The Avon Lady

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Re:Dialogue Help
« Reply #6 on: 15 Aug 2004, 10:33:21 »
Using Dialog Maker, I've made a little dialog where the player has to click either a YES or NO button. The YES button sets a variable to 1. The NO button sets it to zero.

However, after clicking either button, the dialog remains on screen and only gets cleared if I press the ESC key.

Is there anything that can be added to the dialog or the button actions that would clear the dialog automatically after either button is clicked? I tried adding "Exit" to each button's action field but that didn't help.

I've also tried running the dialog through a separate sqs file, with the following 2 lines:
Code: [Select]
 
opnDlg = createDialog "Difficulty";
exit;
Still, the dialog box does not automatically clear after clicking on either button.

TIA. :)

Offline General Barron

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Re:Dialogue Help
« Reply #7 on: 15 Aug 2004, 10:58:16 »
I believe you would be needing the close dialog command. Just pop "closedialog 0" in the action of each of the buttons, and you should be good.  8)

Been a while since I've done a dialog though, so no promises  ;)
« Last Edit: 15 Aug 2004, 10:59:06 by General Barron »
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The Avon Lady

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Re:Dialogue Help
« Reply #8 on: 15 Aug 2004, 11:12:51 »
I believe you would be needing the close dialog command. Just pop "closedialog 0" in the action of each of the buttons, and you should be good.  8)

Been a while since I've done a dialog though, so no promises  ;)
Worked like a charm! Thanks! ;)