findDisplay
Jump to navigation
Jump to search
Description
- Description:
- Finds a display by its IDD which can either be defined in missionConfigFile (description.ext) or configFile (config.cpp)
If the specified display cannot be found, displayNull is returned. - Groups:
- GUI Control
Syntax
- Syntax:
- findDisplay idd
- Parameters:
- idd: Number
- Return Value:
- Display
Examples
- Example 1:
[] spawn { waitUntil { !isNull findDisplay 46 }; hint "Mission Display is now available!"; };
- Example 2:
_display = findDisplay 1;
Additional Information
- See also:
- allDisplays displayCtrl createDisplay createDialog dialog displayNull controlNullisNullcreateDisplayctrlCreatedisplayParent
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 Jul 07, 2019 - 12:20 (UTC)
-
Common IDDs:
- 46: Mission display
- 312: Zeus display
- 49: Pause menu
- 602: Inventory
- 24: Chat box
- 300: Weapon state
- 12: Map
- 160: UAV Terminal
- Posted on Jun 15, 2009 - 19:10 (UTC)
-
findDisplay does not find displays defined under RscTitles (even when they are visible).
To access those types of displays, either assign the resource to a global variable, or pass its this value to a script, during the onLoad event: e.g.class RscTitles { class MyRsc { onLoad = "myDisplay = (_this select 0)"; // or // onLoad = "_this execVM 'myDialog.sqf'"; // ... }; };
You can then use the stored value as you would for regular dialogs:
(myDisplay displayCtrl 1111) ctrlSetText "hello there");
- Posted on Jun 25, 2017 - 09:32 (UTC)
- I have tested the behavior of this command and I found out that it [ findDisplay ] appears to only return the display AFTER any onLoad event handler of that display is done. So, using findDisplay inside an onLoad event handler is useless.
- Posted on Aug 14, 2017 - 12:22 (UTC)
-
There are some specific cases, where findDisplay will not be able to find an existing display. Here's the cases and how to act on them:
// Your display has IDD= -1. class RscDisplayNew { idd = -1; scriptName = "RscDisplayNew"; // ... };
// Your display doesn't have IDD class RscDisplayNew { scriptName = "RscDisplayNew"; // ... };
// Your display doesn't have scriptname with IDD = -1 class RscDisplayNew { idd = -1; // ... };
// Your display doesn't have scriptname, neither IDD class RscDisplayNew { // ... };
- You actually can find a -1 display, but this means finding a display with this IDD might be a problem, when there are a few displays marked as -1.So as you can see, theres an entry called scriptName. You can get a reference to this display by using uiNamespace:
(uiNamespace getVariable "RscDisplayNew")
NOTE: Variables are overwritten with a reference of the last declared display under the same scriptName entry. Take a look at case 3 for solution. - Displays without IDD's can actually exist. They can be manipulated only in a way described in the first case using uiNamespace.
- You can really have this display seeking it manually in a allDisplays return. This is experimental, but working option.
- You will have a problem finding this display, since this display doesn't exist even in allDisplays(?) return. Behaviour unknown.
- You actually can find a -1 display, but this means finding a display with this IDD might be a problem, when there are a few displays marked as -1.So as you can see, theres an entry called scriptName. You can get a reference to this display by using uiNamespace:
Categories:
- Scripting Commands
- Introduced with Armed Assault version 1.00
- ArmA: Armed Assault: New Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: GUI Control