BIS_fnc_GUImessage
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Description
- Description:
/* Description: Displays message window Parameter(s): 0: STRING or STRUCTURED TEXT - message body 1: STRING - message header 2: BOOL - enable/disable "OK" button TEXT - set "OK" button's text (enabling it automatically) 3: BOOL - enable/disable "Cancel" button TEXT - set "Cancel" button's text (enabling it automatically) 4: DISPLAY - parent display 5: BOOL - when true, function will try to use control inherited from 'RscMessageBox' in display instead of creating a new one 6: BOOL - true to pause the game, false to let it running Returns: BOOL - true if "OK" button was activated, false if "Cancel" was activated or user pressed "Escape" key. */
(Placeholder description extracted from the function header by BIS_fnc_exportFunctionsToWiki)- Execution:
- call
- Groups:
- Uncategorised
Syntax
- Syntax:
- Syntax needed
- Return Value:
- Return value needed
Examples
- Example 1:
Additional Information
- See also:
- BIS_fnc_GUIhint
Notes
-
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Notes
Bottom Section
- Posted on December 24, 2014 - 03:52 (UTC)
- DreadedEntity
-
Some code that should produce a "Mission Credits" GUI (tested with a sample array, not actual MP). Lists all connected players.
_allPlayers = "composeText ["; { if (isPlayer _x) then { _allPlayers = format ["%1'%2'", _allPlayers, name _x]; if (_forEachIndex < ((count playableUnits) - 1)) then { _allPlayers = format ["%1,linebreak,", _allPlayers]; }; }; }forEach playableUnits; _allPlayers = format ["%1];", _allPlayers]; _structuredText = call compile _allPlayers; [_structuredText, "Mission Credits", "THANK YOU", "THANK YOU", findDisplay 46, false, true] spawn BIS_fnc_GUImessage;