createDialog: Difference between revisions
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Lou Montana (talk | contribs) |
Lou Montana (talk | contribs) m (Text replacement - "\|seealso= *\[\[([^ ]+)\]\], \[\[([^ ]+)\]\]" to "|seealso= $1 ") |
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[[if]] (!_ok) [[then]] {[[hint]] "Dialog couldn't be opened!"};</code> | [[if]] (!_ok) [[then]] {[[hint]] "Dialog couldn't be opened!"};</code> | ||
|seealso= [[displayCtrl]] [[createDisplay]] [[closeDialog]] | |seealso= [[displayCtrl]] [[createDisplay]] [[closeDialog]] [[dialog]], [[displayNull]], [[controlNull]], [[ctrlCreate]], [[displayParent]] | ||
}} | }} | ||
Revision as of 13:27, 20 January 2022
Description
- Description:
- Creates a dialog which is defined either in the mission's description.ext, in the campaign's description.ext or in the global resource.cpp. The given name has to be the class name used in one of these files. If another dialog is already opened, the desired dialog is created as a child dialog of the one already opened.
- Groups:
- GUI Control
Syntax
- Syntax:
- createDialog dialogName
- Parameters:
- dialogName: String - Class name used in the description.ext, resource.cpp or config.cpp
- Return Value:
- Boolean - true when the dialog was created successfully
Alternative Syntax
- Syntax:
- createDialog [dialogName, forceOnTop]
- Parameters:
- dialogName: String - Class name used in the description.ext, resource.cpp or config.cpp
- forceOnTop: Boolean - If true, dialog will be rendered on top of displays. Default: false
- Return Value:
- Display - created dialog
Examples
- Example 1:
_ok = createDialog "RscDisplayGame"; if (!_ok) then {hint "Dialog couldn't be opened!"};
Additional Information
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
- Posted on July 29, 2017 - 09:04 (UTC)
- Killzone Kid
- A user dialog created with createDisplay over mission display (findDisplay 46) will stop display event handlers added to mission display from firing. However if it is created with createDialog then the event handlers continue to work.
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.75
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: GUI Control
- Scripting Commands: Local Effect