Arma 3 Dialog Creator User Guide
Arma 3 Dialog Creator builds config-ready HPP for two related UI surfaces:
Dialog UI: interactive displays with buttons, edit boxes, listboxes, dropdowns, map controls, panels, and apply/cancel workflows.
HUD / Turret Optics: overlay-style resources for reticles, range ladders, sensor/weapon status, lock cues, compass tapes, and RscTitles-style HUD output.
The tool creates the static display structure. Your addon still owns the runtime behavior: SQF population, validation, multiplayer authority, object selection, and gameplay changes.
The Core Idea
An Arma UI normally has two layers of work:
HPP/config: declares the display class and its controls.
SQF: fills controls with live data, reacts to clicks, validates input, and applies changes.
This tool helps with the first layer and gives notes for the second. It cannot prove that your addon include path, inherited base classes, texture paths, or SQF functions exist. That still needs addon-side validation and in-game testing.
Quick Start With Reasons
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Choose Dialog UI or HUD / Turret Optics.
Dialog UI means the player interacts with controls: buttons, lists, edit boxes, maps, checkboxes.
HUD / Turret Optics means the UI is mostly an overlay: reticle, range ladder, headings, lock state, sensor state.
Why: the chosen mode changes the defaults, wizards, and export assumptions.
Fill in the left setup panel before building.
Why: class names, IDD, IDC ranges, and namespace keys are the contract between config and SQF. Changing them late can break scripts that already reference them.
Add controls with the palette or guided wizards.
Place controls visually, then refine in the inspector.
Export HPP and include it from your addon config.
Implement or connect the generated SQF function names.
Test in game and read the RPT.
Why: browser preview can catch layout mistakes, but only Arma can confirm inherited classes, safezone behavior, texture loading, control events, and script errors.
Setup Fields: What They Mean
Class
The top-level display or resource class name in the generated HPP.
Why it matters: this is how the display is opened or referenced from config. Keep it stable and unique, usually with your addon tag or prefix.
IDD
The display ID.
Why it matters: Arma uses IDD values to identify displays. Collisions with other displays can make scripts target the wrong display or fail unpredictably.
Namespace key
The uiNamespace variable used by generated onLoad and onUnload.
Why it matters: uiNamespace lets SQF find the live display after it opens. onUnload must clear the reference so scripts do not hold stale display handles.
IDC start
The first positive control ID used for interactive controls.
Why it matters: SQF finds controls with displayCtrl IDC_NAME. Static controls should normally use idc = -1; controls that SQF reads or modifies need positive unique IDC values.
Surface
Why it matters: overlays use different lifecycle expectations from interactive dialogs. A turret optic/status display normally belongs closer to RscTitles behavior.
Canvas ratio
The browser preview aspect ratio.
Why it matters: Arma users may run 16:9, 16:10, 21:9, or windowed layouts. A panel that looks correct at one ratio can overlap or drift at another.
Safezone output
Exports positions as safezone-relative expressions.
Why it matters: safezone output adapts to UI scaling and aspect ratio better than raw screen constants. It still needs in-game testing.
Export defines
Generates #define constants for the display ID and positive IDC values.
Why it matters: named constants are safer than scattered numeric literals. They make SQF and config easier to audit.
Snap to grid and Grid step
Controls placement increments when moving, resizing, and keyboard nudging.
Why it matters: consistent grid values produce cleaner HPP and reduce near-miss alignment issues.
Canvas: How To Use It
Add: click a control type in the left palette.
Select: click a control or its layer entry.
Move: drag the control.
Resize: drag the bottom-right handle.
Duplicate: copies the selected control and offsets it slightly.
Delete: removes the selected control.
Reorder: use layer up/down in the layer list.
Lock: prevents accidental mouse movement/resizing.
Hide: visually dims the control in the editor but keeps it in the project/export.
Zoom: use mouse wheel or the - / + controls.
Pan: drag empty canvas space.
Reset view: click 100.
Why zoom/pan does not affect export: the tool transforms only the browser preview. The actual control coordinates remain normalized 0..1 layout values.
Inspector Fields: What They Mean
Class: the generated control class name. Use stable, readable names.
Base class: the inherited Arma control class, such as RscText, RscPicture, RscButton, RscListbox.
IDC: positive value for controls accessed by SQF; -1 for static controls.
Text / texture: visible text for text/buttons or texture path for RscPicture.
X/Y/W/H: normalized left/top/width/height values.
Style: numeric Arma style flags. Use only when you know the base class expects them.
sizeEx: text size. Browser preview is approximate; test in game.
Font: Arma font class.
colorText[]: text color or picture tint.
colorBackground[]: background color array.
Tooltip: in-game tooltip shown on hover.
Action: button action string.
Background control: places the control in controlsBackground.
Visible: hides/dims the control in the editor preview.
Locked: prevents mouse move/resize.
String fields commit when you leave the box or press Enter. This avoids redrawing picture/background controls on every keypress while editing long paths.
Image Preview
RscPicture controls can preview local PNG, JPG/JPEG, or TGA files.
Select an RscPicture.
Set Text / texture to the Arma texture path that will be exported.
Use Choose preview to pick a local PNG, JPG, or TGA.
Use the preview to align and size the image.
Why preview is separate from texture path: Arma commonly uses .paa, but browsers do not display .paa. A local PNG/JPG/TGA preview lets you design visually while still exporting the real Arma texture path.
The preview file is not uploaded, not written to HPP, and not saved into project JSON.
Tutorial
Background Image
Goal: create a non-interactive picture or panel behind the rest of the dialog.
Choose Dialog UI.
Open Workflow and choose Create Background Image.
Enter a class name such as Dialog_Background.
Enter the Arma texture path, for example \myAddon\ui\dialog_background_ca.paa.
Set X/Y/W/H.
Why: these values define where the picture sits in normalized display space.
Tip: use a broad backing image first, then add smaller frames or labels above it.
Create the control.
Optional: choose a local PNG/JPG/TGA preview.
Keep idc = -1 unless SQF needs to access the picture.
Goal: add a button that calls SQF when clicked.
Choose Create Button.
Give it a short visible label such as Apply.
Set a tooltip.
Use a short action string such as ['apply', _this] call TAG_fnc_dialogAction.
Give the button a positive IDC.
Implement the called function in your addon.
Validate before changing gameplay state.
Goal: make a button visibly react to hover.
Choose Create Animated Button.
Set the visible text and action.
Keep the animation subtle.
Test the result in Arma.
Dropdown With Options
Goal: let the user choose one value from a controlled list.
Choose Create Dropdown.
Enter options one per line.
Use stable data when possible.
Give the combo a positive IDC.
Populate rows on onLoad.
Read selected data on Apply.
Apply / Reset / Cancel Dialog
Goal: build a predictable dialog where the user can edit values safely before committing them.
Create a panel layout.
Add input controls.
Examples: edit fields for text/numbers, combos for controlled choices, checkboxes for binary settings, listboxes for larger selections.
Add Apply / Reset / Cancel buttons.
Apply means validate and commit.
Reset means restore UI values.
Cancel means close or discard pending local state.
Route all buttons into a function.
Example: ['apply', _this] call TAG_fnc_dialogAction.
Why: one dispatcher function can handle all dialog commands consistently.
In SQF, read values by IDC.
Validate before applying.
Examples: numeric range checks, class existence checks, object locality, selected row data, map position validity.
Apply changes only after validation succeeds.
Map Selector
Goal: let the user choose a world position from a map control.
Choose Create Map Selector.
Position the map area.
Use a click event to capture screen position.
Convert with ctrlMapScreenToWorld.
Validate the selected position.
Why: spawning, teleporting, targeting, and artillery-style actions can break gameplay if the point is invalid or unauthorized.
HUD / Turret Optics Overlay
Goal: create a readable overlay for a gunner, camera, sensor, or turret view.
Choose HUD / Turret Optics.
Add a reticle first.
Add range ladder, heading/compass tape, weapon status, sensor mode, and lock cues.
Use transparent backgrounds by default.
Why: optics must be readable over terrain, sky, smoke, thermal imagery, and night vision.
Use backing plates only where readability needs them.
Test in the target vehicle/turret camera.
Why: browser preview cannot reproduce FOV, camera shake, optics post-processing, thermal contrast, or game UI scaling.
Export And Addon Integration
Copy or download the generated HPP.
Include it from your addon config.cpp or UI include file.
Confirm all inherited base classes exist where the HPP is included.
Register lifecycle and action functions in CfgFunctions.
Keep static panels, frames, labels, and pictures in controlsBackground.
Keep interactive controls in controls.
Check IDD and IDC collisions.
Pack the addon.
Open the display in game.
Review the RPT for config and script errors.
Common Problems
The display opens but buttons do nothing: the action function probably is not registered or the event string points at the wrong tag/function.
A control cannot be found by SQF: it may have idc = -1, a duplicate IDC, or a define mismatch.
A picture does not show in game: the texture path may be wrong, the file may not be packed, or the image may need conversion to PAA.
Layout looks wrong in game: safezone/UI scale/aspect ratio differs from the browser preview.
Dropdown labels work but behavior is wrong: SQF may be reading visible text instead of stable row data.
Multiplayer action works locally but not for other players: the button runs on the local client and needs a validated remote/server path.
Pre-Pack Checklist
Display class is included from the intended config root.
IDD does not collide with another display.
Positive IDC values are unique within the display.
Static controls use idc = -1 unless SQF reads them.
onLoad publishes the display to uiNamespace.
onUnload clears the display reference.
Button/event strings call registered functions.
Lists, combos, and trees store stable row data.
Texture paths exist in the packed addon.
Layout is checked at 16:9, 16:10, 21:9, and narrow windowed ratios.
MP-sensitive actions validate locality and authority outside the UI layer.