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Arma 3 Dialog Creator User Guide

What This Tool Creates

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

    • Why: the tool is file-backed and runs in the browser. There is no database or install step.
  1. 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.
  2. 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.
  3. Add controls with the palette or guided wizards.
    • Palette: use when you know the exact Rsc* control you want.
    • Workflow wizards: use when you want a complete pattern with related controls and notes.
  4. Place controls visually, then refine in the inspector.
    • Why: dragging is fast for rough layout, but exact X/Y/W/H values are better for repeatable addon work.
  5. Export HPP and include it from your addon config.
    • Why: Arma reads displays from config. The exported HPP is not active until included by a real addon or mission config.
  6. Implement or connect the generated SQF function names.
    • Why: button action strings and lifecycle hooks call functions. If those functions are missing, the display may open but behavior will fail.
  7. 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

tools/dialog_creator_documentation.1784810362.txt.gz · Last modified: by rock