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Old 02/05/2020, 06:05 PM   #571
Fairuz
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Default Re: Dialogs include - Adding new styles to SAMP GUI

Any way you can load a list from a file(like mSelection)? Can someone give me an example?
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Old 03/05/2020, 09:58 PM   #572
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Default Re: Dialogs include - Adding new styles to SAMP GUI

Quote:
Originally Posted by kazaka View Post


Bug
Not really, it's your gamemode's or other code interfering with textdraw ids.

Quote:
Originally Posted by Stefhan View Post
Hi Agneese, do you have a version that works with YSI 5? YSI 5 requires you to make all strings constant.
I tried to do it myself, but it broke the whole include. Dialogs don't show anymore.

Before:

Code:
static Prev_CreatePlayerTextDraws(playerid, header[], button1[], button2[], button3[], totalItems)

stock Prev_ShowPlayerDialog(playerid, dialogid, style, caption[], info[], button1[], button2[])
After:

Code:
static Prev_CreatePlayerTextDraws(playerid, const header[], const button1[], const button2[], const button3[], totalItems)

stock Prev_ShowPlayerDialog(playerid, dialogid, style, const caption[], const info[], const button1[], const button2[])
There's no errors (after changing it to const) but the dialogs still don't work. It just shows me the dialog type of the previous dialog I had open (msg box, list etc.) instead of the special type.

Edit: The cause seems to be that they removed the DIALOG_PREVIEW parameter in YSI 5. A workaround would be to use the default showplayerdialog, which sucks. I hope you can fix this somehow.
I can't fix it, its sounds like a YSI problem. Maybe try including PreviewModelDialog.inc before including YSI.


Quote:
Originally Posted by Dice_ View Post
Any way you can load a list from a file(like mSelection)? Can someone give me an example?
Use file functions and create a string for the dialog (the syntax is given in thread). Read line by line and use scanf to parse values, create a string and strcat the dialog syntax onto it.
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Old 05/05/2020, 09:14 PM   #573
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Default Re: Dialogs include - Adding new styles to SAMP GUI

Quote:
Originally Posted by Gammix View Post
Not really, it's your gamemode's or other code interfering with textdraw ids.


I can't fix it, its sounds like a YSI problem. Maybe try including PreviewModelDialog.inc before including YSI.



Use file functions and create a string for the dialog (the syntax is given in thread). Read line by line and use scanf to parse values, create a string and strcat the dialog syntax onto it.

Tried this and get the following error: (I also moved the memory include above y_dialog and previewmodel.)

Code:
[debug] Run time error 19: "File or function is not found"
[debug]  Prev_ShowPlayerDialog
[debug] Run time error 19: "File or function is not found"
[debug]  Prev_ShowPlayerDialog
Script[gamemodes/server.amx]: Run time error 19: "File or function is not found"
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Old 26/05/2020, 09:16 PM   #574
PaulinSAMP
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Default Re: Dialogs include - Adding new styles to SAMP GUI

when i spawn on the server a transparent textdraw box appears on the screen to help me?
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Old 29/05/2020, 05:52 PM   #575
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Default Re: Dialogs include - Adding new styles to SAMP GUI

https://imgur.com/a/21kwvCp
help me
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Old 30/05/2020, 12:22 AM   #576
PaulinSAMP
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Default Re: Dialogs include - Adding new styles to SAMP GUI

help me please
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Old 01/06/2020, 07:19 PM   #577
PaulinSAMP
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Default Re: Dialogs include - Adding new styles to SAMP GUI

ja fiz de tudo, ja coloquei o onplayerspawn na include pra desativar e n desaparece.
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Old 04/06/2020, 04:27 AM   #578
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Default Re: Dialogs include - Adding new styles to SAMP GUI

This include can combine with easydialog?
Or not?
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Old 10/06/2020, 01:45 PM   #579
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Default Re: Dialogs include - Adding new styles to SAMP GUI

Using this myself, I am justabout finished making the Vehicle Selection Menu, bit of an idea, now that I notice there is a lot that can fit in a menu, should make a search bar if that is possible, to combine a input with it, to filter results in the menu, if you know what I mean.
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