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Lenyoga

Dialog objects that don't steal the focus

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I'm bad with titles. What I want to ask is if there's a way to create dialogs that do not influence gameplay (you can still run around and interact, don't have a mouse cursor activated on the screen, etc.)

CutRsc is no viable candidate, it would already be used for something else going on on-screen. Things like the unitInfoType and hint dialogs also don't stop anything, would it be possible to create such an element?

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titleRsc can be used together with cutRsc.

Things like the unitInfoType

You could add new class to RscInGameUI and then change ID number in the unitInfoType property in the unit class but there's no access to those dialogs from scripting side. So all you can do is rearrange pre-existing stuff.

Last resort would be to create dialogs and then simulate movement with Fwatch.

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titleRsc can be used together with cutRsc.

You could add new class to RscInGameUI and then change ID number in the unitInfoType property in the unit class but there's no access to those dialogs from scripting side. So all you can do is rearrange pre-existing stuff.

Last resort would be to create dialogs and then simulate movement with Fwatch.

Ah, I see, it'll be titleRsc then. Thanks for the clarification!

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Last resort would be to create dialogs and then simulate movement with Fwatch

For those interested I've made an example mission __MovementWithDialog.Intro. Basic movement, no vertical aiming unfortunately.

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