BIS_fnc_GUImessage

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Revision as of 05:52, 24 December 2014 by DreadedEntity (talk | contribs)
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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;