BIS_fnc_guiMessage
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Description
Syntax
- Syntax:
- [message, header, okButton, cancelButton, parent, useParentBox, pause)] spawn BIS_fnc_guiMessage
- Parameters:
- message: String or Structured Text - (Optional, default "") message
- header: String - (Optional) header text
- okButton: Boolean or String (Optional, default true)
- cancelButton: Boolean or String - (Optional, default false)
- parent: Display - (Optional, default displayNull) 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 when message box is open (no effect in multiplayer)
- Return Value:
- Boolean - true if "OK" button was pressed, otherwise false. Returned only after message box is closed.
Examples
- Example 1:
["Hello World"] spawn BIS_fnc_guiMessage;
- Example 2:
_result = ["Are you sure?", "Confirm", true, true] call BIS_fnc_guiMessage;
Additional Information
- See also:
- hintCBIS_fnc_GUIhint BIS_fnc_3DENShowMessage
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 June 24, 2014 - 00:43 (UTC)
- AgentRev
-
Message boxes can be force-closed with:
uiNamespace setVariable ["BIS_fnc_guiMessage_status", false];
- Posted on January 13, 2016 - 15:16 (UTC)
- Eden
-
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 };
- Posted on November 1, 2017 - 18:35 (UTC)
- demellion
- NOTE: 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.