Making a new dialog
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For Freeworlds-ToW I am designing a dynamic economy.
It would be great if players would not have to alt-tab between the game and the website with changing prices and trade route profits.
Do you think it is possible to add a dialog to Freelancer that shows data like that?
Or change an existing one (F7-info)?-Qi
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Only version of a dynamic economy i’ve seen properly working is the one FLAC uses which is serverside. The client has a special dll included in the mod which updates in realtime so no need to do it on a website, and works on supply and demand.
Obviously you need FLAC for that, there was another mod that had one working but i can’t for the life of me remember which one it was. I run FLAC on my server and the dynamic economy works a treat.
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w0dk4 made an FLHook extension for dynamic economy that I’m using.
It is server-side.
I have eventmodes showing buying and selling commodities at stations, and a command to set the price (buy or sell, it’s the same price)But my question is about showing economy things (or any thing) in a new dialog, in-game.
Does the FLAC solution use customized in-game dialogs?
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Does the FLAC solution use customized in-game dialogs?
Thats not needed, cause the buy/sell prices are shown directly on the commodities like you know that from a normal Game. The only difference is that when you buy/sell them undock/dock again they change.So why create an extra Dialog ?(if you have FLAC)
cheers
CURSOR -
For a lot of things. You could want to have a summary showing what has changed on the overall markets (“Gold prices explode as mine collapses in California Minor!” or “Houses cut down military budgets, MOX fuel and armament prices plummet!”).
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It’s definitely possible to make a new dialog because we do it in discovery.
The way we do it relies on the dynamic infocard thing we use. This is built into dsace (which is a plugin for flhook) and is publicly available from the forge but I need to release the latest version of the plugin, to add a hook so that another plugin can change the infocard text.
Once we’ve sent the infocard text we call the following.
#define POPUPDIALOG_BUTTONS_LEFT_YES 1 #define POPUPDIALOG_BUTTONS_CENTER_NO 2 #define POPUPDIALOG_BUTTONS_RIGHT_LATER 4 #define POPUPDIALOG_BUTTONS_CENTER_OK 8 // Add the infocard ID to the dialog thing FmtStr caption(0, 0); caption.begin_mad_lib(RSRCID_PLAYERINFO_TITLE); caption.end_mad_lib(); // Add the infocard ID to the dialog thing FmtStr message(0, 0); message.begin_mad_lib(RSRCID_PLAYERINFO_TEXT); message.end_mad_lib(); pub::Player::PopUpDialog(iClientID, caption, message, POPUPDIALOG_BUTTONS_CENTER_OK);
For an example see: http://discoverygc.com/forums/index.php?showtopic=69891
Incidentally, although we don’t use it (often) there’s a dynamic economy thing in dsace too.
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Gibbon wrote:
… there was another mod that had one working but i can’t for the life of me remember which one it was…Crossfire, if I remember right. Didn’t play there for long time!
I thought this thread is going to be about dialogs in missions.