Sertica 18 Posted March 6, 2020 I have a script like this: Spoiler info = { disableSerialization; _ctrl = ((findDisplay 46) displayCtrl 9999); if (!isNull _ctrl) then {ctrlDelete _ctrl}; [] spawn { disableSerialization; _ctrl = (findDisplay 46) ctrlCreate ["RscStructuredText", 9999]; _ctrl ctrlSetPosition [0, 0, 0.25, 5]; _ctrl ctrlSetTextColor [0.2, 0, 0.2, 1]; _ctrl ctrlSetbackgroundColor [0.8, 0.8, 0.8, 0.1]; _ctrl ctrlCommit 0; _list = []; private _dwellingTypes = ["NameVillage", "NameCity", "NameCityCapital"]; while {true} do { _list pushback "Test Data<br/>"; _dwellings = nearestLocations [getPos player, _dwellingTypes, 100]; if ((count _dwellings) > 0) then { _nearestDwelling = _dwellings select 0; _dwellingName = text _nearestDwelling; _list pushback ("Nearest Dwelling: " + _dwellingName + "<br/>"); hint str (count _dwellingName); }; _ctrl ctrlSetStructuredText parsetext (_list joinString ""); _ctrl ctrlSetPosition [-0.6, 0.0, ctrlTextWidth _ctrl, ctrlTextHeight _ctrl]; _ctrl ctrlCommit 0; _list resize 0; sleep 5; }; }; }; and init file is: call compile preprocessFileLineNumbers ("monitorText.sqf"); call info; When I "Play in SP" from the editor I immediately see the hint, but not the text box. If I go into debug console and local execute "call info" I suddenly see the text box. What is the difference that makes it appear when called in one way instead of the other? Share this post Link to post Share on other sites
7erra 629 Posted March 7, 2020 The mission display (Display #46) is not present during mission init. Creating a control ontop of a non-existent dialog won't work. 1 Share this post Link to post Share on other sites
pierremgi 4917 Posted March 7, 2020 you probably have to add a line: waitUntil {!isNull findDisplay 46}; just before disableSerialization; 1 Share this post Link to post Share on other sites