Description:
Shows the player a synchronous (only one at a time) dialog box.
Parameters:
(playerid, dialogid, style, caption[], info[], button1[], button2[])
playerid The ID of the player to show the dialog to.
dialogid An ID to assign this dialog to, so responses can be processed. Max dialogid is 32767. Using negative values will close any open dialog.
style The style of the dialog.
caption[] The title at the top of the dialog. The length of the caption can not exceed more than 64 characters before it starts to cut off.
info[] The text to display in the main dialog. Use \n to start a new line and \t to tabulate.
button1[] The text on the left button.
button2[] The text on the right button. Leave it blank ( "" ) to hide it.
Return Values:
1: The function executed successfully.
0: The function failed to execute. This means the player is not connected.
Shows the player a synchronous (only one at a time) dialog box.
Parameters:
(playerid, dialogid, style, caption[], info[], button1[], button2[])
playerid The ID of the player to show the dialog to.
dialogid An ID to assign this dialog to, so responses can be processed. Max dialogid is 32767. Using negative values will close any open dialog.
style The style of the dialog.
caption[] The title at the top of the dialog. The length of the caption can not exceed more than 64 characters before it starts to cut off.
info[] The text to display in the main dialog. Use \n to start a new line and \t to tabulate.
button1[] The text on the left button.
button2[] The text on the right button. Leave it blank ( "" ) to hide it.
Return Values:
1: The function executed successfully.
0: The function failed to execute. This means the player is not connected.
- Código:
// Define the dialog IDs either with an enum:
enum
{
DIALOG_LOGIN,
DIALOG_WELCOME,
DIALOG_WEAPONS
}
// Alternatively, using macros:
#define DIALOG_LOGIN 1
#define DIALOG_WELCOME 2
#define DIALOG_WEAPONS 3
// Enums are recommended, as you don't have to keep track of used IDs. However, enums use memory to store the defines, whereas defines are processed in the 'pre-processor' (compiling) stage.
// Example for DIALOG_STYLE_MSGBOX:
ShowPlayerDialog(playerid, DIALOG_WELCOME, DIALOG_STYLE_MSGBOX, "Notice", "You are connected to the server", "Close", "");
// Example for DIALOG_STYLE_INPUT:
ShowPlayerDialog(playerid, DIALOG_LOGIN, DIALOG_STYLE_INPUT, "Login", "Enter your password below:", "Login", "Cancel");
// Example for DIALOG_STYLE_LIST:
ShowPlayerDialog(playerid, DIALOG_WEAPONS, DIALOG_STYLE_LIST, "Weapons", "AK47\nM4\nSniper Rifle", "Option 1", "Option 2");
// Example for DIALOG_STYLE_PASSWORD:
ShowPlayerDialog(playerid, DIALOG_LOGIN, DIALOG_STYLE_PASSWORD, "Login", "Enter your password below:", "Login", "Cancel");
// Example for DIALOG_STYLE_TABLIST:
ShowPlayerDialog(playerid, DIALOG_WEAPONS, DIALOG_STYLE_TABLIST, "Buy Weapon", "Deagle\t$5000\t100\nSawnoff\t$5000\t100\nPistol\t$1000\t50", "Select", "Cancel");
// Example for DIALOG_STYLE_TABLIST_HEADERS:
ShowPlayerDialog(playerid, DIALOG_WEAPONS, DIALOG_STYLE_TABLIST_HEADERS, "Buy Weapon", "Weapon\tPrice\tAmmo\nDeagle\t$5000\t100\nSawnoff\t$5000\t100\nPistol\t$1000\t50", "Select", "Cancel");
Creditos: Wiki SA-MP