BIS fnc guiMessage: Difference between revisions

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m (Text replacement - "BIS fnc " to "BIS_fnc_")
 
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|x1= <sqf>["Hello World"] spawn BIS_fnc_guiMessage;</sqf>
|x1= <sqf>["Hello World"] spawn BIS_fnc_guiMessage;</sqf>


|x2= [[File:TakeOn BIS fnc guiMessage.jpg|right|200px]]
|x2= [[File:TakeOn BIS_fnc_guiMessage.jpg|right|200px]]
<sqf>["Message", "Header", nil, true] spawn BIS_fnc_guiMessage;</sqf>
<sqf>["Message", "Header", nil, true] spawn BIS_fnc_guiMessage;</sqf>


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|gr1= GUI
|gr1= GUI


|descr= [[File:BIS fnc guiMessage.jpg|thumb|[[BIS_fnc_guiMessage]] dialog in {{arma3}}]]
|descr= [[File:BIS_fnc_guiMessage.jpg|thumb|[[BIS_fnc_guiMessage]] dialog in {{arma3}}]]
Displays an interactive message dialog in the center of the screen.
Displays an interactive message dialog in the center of the screen.
{{Feature|important|This function internally utilizes suspension ([[waitUntil]] to be specific) and therefore has to be executed in a [[Scheduler#Scheduled_Environment|scheduled environment]].}}  
{{Feature|important|This function internally utilizes suspension ([[waitUntil]] to be specific) and therefore has to be executed in a [[Scheduler#Scheduled_Environment|scheduled environment]].}}  

Latest revision as of 11:15, 27 July 2022

tkoh logo small.png Take On Helicopters
Arma 3 logo black.png Arma 3
Hover & click on the images for description

Description

Description:
Shows customized native message box to user.
Execution:
spawn
Groups:
GUI

Syntax

Syntax:
[message, header, position, isCancel, parent, pause] spawn BIS_fnc_guiMessage
Parameters:
message: String, Structured Text or Array: When variable BIS_fnc_guiMessage_cursel is defined as a Number, item with this index will be selected.
header: String or Structured Text - (Optional, default "") header text
position: Array - (Optional) position in format [x,y,w,h]
isCancel: Boolean or Array - (Optional, default true) true to display cancel button or array with button texts [okText, cancelText]
parent: Display - (Optional) parent display
pause: Boolean - (Optional) true to pause simulation when message window is open
Return Value:
Array - [endState, lbId]
  • endState: Boolean - true when clicked OK button, false when escaped or clicked on Cancel button
  • lbId: Number - (Optional, returned if listbox was used) selected listbox item
Returned only after message box is closed.

Examples

Example 1:
["Hello World"] spawn BIS_fnc_guiMessage;
Example 2:
TakeOn BIS fnc guiMessage.jpg
["Message", "Header", nil, true] spawn BIS_fnc_guiMessage;
Example 3:
[["Enabled Item", ["Disabled Item"]], "Header"] spawn BIS_fnc_guiMessage;

Additional Information

See also:
hintC BIS_fnc_GUIhint

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
Hover & click on the images for description

Description

Description:
BIS_fnc_guiMessage dialog in Arma 3

Displays an interactive message dialog in the center of the screen.

This function internally utilizes suspension (waitUntil to be specific) and therefore has to be executed in a scheduled environment.
Execution:
call
Groups:
GUI

Syntax

Syntax:
[message, header, okButton, cancelButton, parent, useParentBox, pause] call BIS_fnc_guiMessage
Parameters:
message: String or Structured Text - (Optional, default: "") message
header: String - (Optional, default: "") header text
okButton Boolean or String - (Optional, default true):
  • Boolean - enable the "OK" button
  • String - custom text for the "OK" button
cancelButton: Boolean or String - (Optional, default false):
  • Boolean - enable the "Cancel" button
  • String - custom text for the "Cancel" button
parent: Display - (Optional, default: [] call BIS_fnc_displayMission) parent display
useParentBox: Boolean - (Optional, default: false) try to use control inherited from "RscMessageBox" in parent instead of creating a new one
pause: Boolean - (Optional, default: true) pause simulation while message dialog is open (no effect in multiplayer)
Return Value:
Boolean - true if the "OK" button was pressed, otherwise false. Returned only after the message box is closed.

Examples

Example 1:
Because this example uses spawn, the return value of BIS_fnc_guiMessage is lost and can not be used.
["Hello World"] spawn BIS_fnc_guiMessage;
Example 2:
private _result = ["Are you sure?", "Confirm", true, true] call BIS_fnc_guiMessage; if (_result) then { systemChat "The player is sure."; } else { systemChat "The player is not sure."; };

Additional Information

See also:
BIS_fnc_GUIhint BIS_fnc_3DENShowMessage hintC

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
AgentRev - c
Posted on Jun 24, 2014 - 00:43 (UTC)
Message boxes can be force-closed with:
uiNamespace setVariable ["BIS_fnc_guiMessage_status", false];
Eden - c
Posted on Jan 13, 2016 - 15:16 (UTC)
Calling this function can cause an game crash. When doing this you have to spawn the function or add an spawn around it so you can use the result:
[] spawn { private _result = ["Are you sure?", "Confirm", true, true] call BIS_fnc_guiMessage; // Use _result here };
Demellion - c
Posted on Nov 01, 2017 - 18:35 (UTC)
This function only exists along with mission display (findDisplay 46). If this function is called before with -skipIntro parameter enabled (see Arma 3: Startup Parameters) it will result as Void.