zapat 56 Posted December 3, 2014 Does anyone know the idd/idc of the default main map? I'd like to add a clickable button to it by ctrlCreate. If I add it to display 48, it shows up, but it is not clickable. I guess I should add it to the controls of the map. Share this post Link to post Share on other sites
Heeeere's johnny! 51 Posted December 3, 2014 (edited) The ingame map has no IDD/IDC. I tried triggering it opening, but it's not even a dialog/display which opens there. Nevermind. I totally missed that there's certains displays and dialogs (0, 12, 26, 46) opened all the time. Edited December 3, 2014 by Heeeere's Johnny! Share this post Link to post Share on other sites
zapat 56 Posted December 3, 2014 Bingo!Its 12. :) I made a for cycle from 0 to 1000 and tried to add the button to each existing displays. When map is open 12,26, and 42 idds are non-null displays. 12 was the map. It can be used for maaaany cool things, right? :) Share this post Link to post Share on other sites
Larrow 2823 Posted December 3, 2014 (edited) h = [] spawn { waitUntil { visibleMap }; hint format[ "%1\n\n%2", ( uiNamespace getVariable "gui_classes"), ( uiNamespace getVariable "gui_displays")]; with uiNamespace do { btn = RSCDiary ctrlCreate ["RscButton", 100]; btn ctrlSetText "push"; btn buttonSetAction "player setpos (getpos player vectoradd [10,10,0])"; }; } See you found your solution Zapat just paste this here for handy info, note the two UI namespace variables gui_classes and gui_displays, very handy. Edited December 3, 2014 by Larrow Share this post Link to post Share on other sites
zapat 56 Posted December 3, 2014 Larrow, this is ultra-amazingly-awesome info! Now let's hack the f out of each and every available default dialogs. :) Share this post Link to post Share on other sites
siuling337 10 Posted December 4, 2014 Thanks for sharing~! Share this post Link to post Share on other sites