createDialog: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Bot: Reverted to revision 104062 by killzone_kid on 2017-07-29T09:04:44Z)
(removed duplicate "createDisplay" in see also)
Line 24: Line 24:
____________________________________________________________________________________________
____________________________________________________________________________________________


|  [[displayCtrl]], [[createDisplay]], [[closeDialog]], [[dialog]], [[displayNull]], [[controlNull]], [[createDisplay]], [[ctrlCreate]], [[displayParent]] |= See also
|  [[displayCtrl]], [[createDisplay]], [[closeDialog]], [[dialog]], [[displayNull]], [[controlNull]], [[ctrlCreate]], [[displayParent]] |= See also


}}
}}

Revision as of 18:00, 17 February 2019

Hover & click on the images for description

Description

Description:
Create 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:
Uncategorised

Syntax

Syntax:
createDialog dialogName
Parameters:
dialogName: String - class name used in the description.ext / resource.cpp
Return Value:
Boolean - true when the dialog was created successfully

Examples

Example 1:
_ok = createDialog "RscDisplayGame"; if (!_ok) then {hint "Dialog couldn't be opened!"};

Additional Information

See also:
displayCtrlcreateDisplaycloseDialogdialogdisplayNullcontrolNullctrlCreatedisplayParent

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

Notes

Bottom Section

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.