COL Alexander 0 Posted May 6, 2017 I am having some trouble with the hintC function and navigating some of its quirks. Here are the scripting requirements for the text I need to display to the user. 1. Must be structured text 2. Must prompt the user to click to continue 3. Must be able to display messages back-to-back (after each click to continue)_ Trying to keep the issue pure, here is the essence of what I am trying to do: //call function to show all course results _action1 = player addAction ["View Completed Courses", "functions\fn_NAV_adminReport.sqf",1]; [fn_NAV_adminReport.sqf] _allCourses = [_course1, _course2, _course3,..._courseN]; //each _course is a TEXT object (i.e structured text) for "_i" from 1 to count _allCourses do { // if there are syntax errors here its because i wrote it in this editor...its the concept that matters "myTitle" hintC parseText _myArray[_i-1]; sleep .1; }; The issue is that only the first hint displays. I use sleep .1 following Worldeater's advice on the BSwiki HintC page...but doesn't work. This also happens with something as simple as this: "title" hintC "FIrst"; sleep 1.5; "title" hintC "Second"; as well as the alternative version (I can't use this version as it doesn't accept structured text): hintC "FIrst"; sleep .1; hintC "Second"; Any advice on how to make hintC display back-to-back or any alternative methods I can use to accomplish my objectives? Share this post Link to post Share on other sites
7erra 629 Posted May 6, 2017 waitUntil {isNull findDisplay 72 && isNull findDisplay 57}; Use this instead of a sleep command. Share this post Link to post Share on other sites
pierremgi 4879 Posted May 7, 2017 5 hours ago, 7erra said: waitUntil {isNull findDisplay 72 && isNull findDisplay 57}; Use this instead of a sleep command. Wow! Could you send your list of displays, please? I've got nothing more than that for an age! 1 Share this post Link to post Share on other sites
Tankbuster 1746 Posted May 7, 2017 Wow. Is this the answer to my question here? Share this post Link to post Share on other sites
COL Alexander 0 Posted May 7, 2017 7erra - Simple and works perfect! BTW this solution also works when suppressing the second hint displayed on the side when user presses continue by using the following code: "title" hintC "message"; hintC_arr_EH = findDisplay 72 displayAddEventHandler ["unload", { 0 = _this spawn { _this select 0 displayRemoveEventHandler ["unload", hintC_arr_EH]; hintSilent ""; }; }]; Thanks...I struggled with this for hours. Share this post Link to post Share on other sites
7erra 629 Posted May 7, 2017 Well I searched for hintC and luckily I found this on the hintC Biki: Quote "Titled" hintC all use display #72 while "untitled" one uses display #57. - @KillzoneKid Otherwise you could use something like this: disableSerialization; _displayArray = []; for "_i" from 1 to 9999 do { _display = findDisplay _i; if (!isNull _display) then {_displayArray pushBack _display}; }; systemChat str _displayArray; This returns eg Display #12: Map Display #46: Mission display. If you close it the mission ends. Display #313: Eden Display Display #602: Inventory ... 5 hours ago, Tankbuster said: Wow. Is this the answer to my question here? Displaying a hint beforehand doesn't change the array, even with 999999 as maximum. Therefore the hint seems to be no display. And another thing: Many IDDs are defined in the config.bin in "ArmA3 >> Addons >> ui_f.pbo >> config.bin". I found 202 IDDs in this document, like the inventory IDD. In the same directory I found the "defineResincl.inc": // InGameUI #define IDD_UNITINFO 300 #define IDD_HINT 301 #define IDD_TASKHINT 302 #define IDD_STANCEINFO 303 #define IDD_AVCAMERA 304 #define IDD_STAMINA_BAR 305 But "findDisplay 301" always returns No display... 2 Share this post Link to post Share on other sites