Joe Burnette wrote:
** <font size="1" face="Geneva, Verdana, Arial" color="808BAD">Frandall wrote:
We had the same problem in NOVA continually. First of all, none of the descs can be over 1024 characters in length. If they are, then they just simply get cut off after the 1024th character. That is every mission desc.
</font>
1024 characters, eh? I bumped into that limit recently without realizing exactly what had happened. Is ther a quick way to recognize when one is reaching the limit without actually counting characters? maybe the size of the resource?
**
You got it in one. The size of the resource is equal to the number of characters (makes it much easier!!).
**
<font size="1" face="Geneva, Verdana, Arial" color="808BAD">
Secondly, you can resize the DITL's (or is it DLOG's? - go and look, I can't remember off the top of my head) to be larger... However, you can make it significantly wider. Trouble is, long lines of text suck to read....
</font>
The resources are ID#s 1016 for the 'mission offer' and 3003 for the 'mission desc.' Both DLOGs and DITLs must be changed. (DLOGs control the location and size of the dialogue boxes, DITLs control the contents of the boxes. If you only resize the DLOG, the text area and buttons will still be in the places and the same size.) Acceptable width (line length) varies with the size of the type, but for the smal text used for missions, probably 3 to 4 inches (8 to 10 cm) is best.
**
Those'd be the ones... But be careful about running into the magical cut-off point. Especially if you use return tabs between paragraphs to make them easily distinguishable AS paragraphs, you can somtimes run across this annoying problem.
**
<font size="1" face="Geneva, Verdana, Arial" color="808BAD">
Of course, this might all be bad news to you. You could make the mission non-refuseable (there's an option to do that in the misn resource), which would mean that you would have 2 briefing texts; the initial text that you get whenever a misn is offered, and the Initial briefing....</font>
You could conceivably use the 'load cargo' text also to provide additional information about the mission: "go to (spob) and someone will neet you there with further instructions." Also, if the structure of the mission allowed it, the 'drop cargo' dialogue could be used in this way. As far as I know it's not necessary to actually transfer cargo for these dialogues to be activated.
**
True, but in NOVA we often used the two cargtexts to provide extra info/background/story development/character development. Just a note, you cannot use loadcarg texts if you set the misn to pick up cargo at mission start. And like the man said, you do not have to actually be picking up any cargo for these texts to appear, but you do have to tell the misn resource WHERE you want the cargo picked up (then just set cargo type and cargo quantity to -1).
**
"Free advice is worth what you pay for it":D
**
And much appreciated too. Thanks...
------------------