ctrlSetText

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Introduced with Operation Flashpoint version 1.5
  Arguments of this scripting command have to be local to the client the command is executed onEffects of this scripting command are not broadcasted over the network and remain local to the client the command is executed on

Click on the images for descriptions

Introduced in

Game:
Operation Flashpoint
Version:
1.5

Description

Description:
Set the text of a control of the currently active user dialog or display. This command can be used for: static texts, buttons, edit lines and active texts as well as for images, where you can use it to set the image path. Read Dialog Control for more information about user dialogs and controls.

Syntax

Syntax:
ctrlSetText [idc, text]
Parameters:
[idc, text]: Array
idc: Integer - control ID
text: String - text or image path, depending on the control type
Return Value:
Nothing

Alternative Syntax

Syntax:
controlName ctrlSetText text
Parameters:
controlName: Control
text: String
Return Value:
Nothing

Examples

Example 1:
ctrlSetText [100, "Hello world"];//for Dialogs
Example 2:
_control ctrlSetText "Hello world.";// for Displays

Additional Information

Multiplayer:
-
See also:
ctrlText

Notes

Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
Add New Note | How To

Notes

Posted on 16 Nov, 2011
HomerJohnston
For ArmA2 textured "shortcut" buttons (type = 16), you must use the alternative syntax.

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Posted on October 16, 2016 - 22:32 (UTC)
Killzone Kid
When using ctrlSetText with picture control, the path to the texture is cached, so that if the new texture is from the same file as old one, the precious CPU cycles would not be wasted on reloading it.