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-FW- Shaanguy

Dialog ListBox little help needed

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listbox, on click button any other way without using ( switch & case ), to find the item's script :D

this is the code what i am using now :)

switch (lbCurSel 1500) do
{
   case 0: {hint "ITEM 1 = FILE";};
   case 1: {hint "ITEM 2 = SOMETHING ELSE";};
   default {hint "?";};
};  

the problem here is, in a object's init, there is action = "Take File", when i take that file, it will be added to my listbox, but if I take a other item before "Take File" object, case 0 will be = ITEM 2 SOMETHING ELSE, and then if i use the action "Take File", case 1 will be the FILE :D, so i cant use case,

is there a another method O_o

ANY BROKEN WORD HERE? SORRY FOR THAT

Solved = DID'NT WORK

Edited by [FW] Shaanguy
Found A Mistake

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Use lbSetData & lbData to give your list items a string value and then use that in your switch-case. That way it doesn't matter what index position they are in.

_ctrl = _display displayCtrl 1500;

// list items
_index = _ctrl lbAdd "Item 1";
_ctrl lbSetData [_index,"item"];

_index = _ctrl lbAdd "Thing 2";
_ctrl lbSetData [_index,"thing"];

///////////////////////////////
///////////////////////////////

// get items
_item = switch (_ctrl lbData (lbCurSel _ctrl)) do {
case "item": {"Item 1"};
case "thing": {"thing 2"};
default {"Nothing"};
};

hint format ["I have %1"_item];

You could almost do the same thing using lbText. Return the displayed text from the index postion of the currently selected item. It all depends on what you are trying to do.

Edited by Fight9

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um checking, wow i am playing ArmA series like 6 years!, still didn't knew these dialog scripts i guess. x)

By Fight9

You could almost do the same thing using lbText. Return the displayed text from the index postion of the currently selected item. It all depends on what you are trying to do.

that's right, well i am not good at dialog scripting.

thank's for the more information in above fight9


1zm2zxw.png

THE NERD MODE

Edited by [FW] Shaanguy

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