Limits for Dialogs? - Printable Version
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Limits for Dialogs? -
cAMo - 26.05.2010
What are the limits, if any, for dialogs?
Re: Limits for Dialogs? -
-Rebel Son- - 26.05.2010
Check the Wiki. i think its like 1.3k?
Re: Limits for Dialogs? -
NewTorran - 26.05.2010
I dont think there is any for Dialogs, I cant see any on the wiki
Re: Limits for Dialogs? -
IanDaCJ - 26.05.2010
Quote:
Originally Posted by cAMo
What are the limits, if any, for dialogs?
|
there isnt any LIMIT for dialogs but u have to use strings and shit XD
Re: Limits for Dialogs? -
NewTorran - 26.05.2010
Quote:
Originally Posted by IanDaCJ
Quote:
Originally Posted by cAMo
What are the limits, if any, for dialogs?
|
there isnt any LIMIT for dialogs but u have to use strings and shit XD
|
You dont
HAVE to use them
Re: Limits for Dialogs? -
Joe Staff - 26.05.2010
If you make a dialog with an ID greater than 31k it won't work.
Re: Limits for Dialogs? -
NewTorran - 26.05.2010
Quote:
Originally Posted by Joe Staff
If you make a dialog with an ID greater than 31k it won't work.
|
Whos going to have 31k dialogs? :P
Re: Limits for Dialogs? -
Mechscape - 26.05.2010
Quote:
Originally Posted by Joe Torran C
Quote:
Originally Posted by Joe Staff
If you make a dialog with an ID greater than 31k it won't work.
|
Whos going to have 31k dialogs? :P
|
Me :P
Re: Limits for Dialogs? -
Joe Staff - 26.05.2010
If you go looking through any of my filterscripts or includes that use dialogs, you'll see that there's a way around it.
pawn Код:
//Define what dialogid to use
#define USE_DIALOG_ID 0
//Calling the Dialog
ShowPlayerDialog(playerid,USE_DIALOG_ID,......);
SetPVarInt(playerid,"DIALOGID",0);
//OnDialogResponse
if(dialogid!=USE_DIALOG_ID)return 1;
switch(GetPVarInt(playerid,"DIALOGID"))
{
case 0:
{
//Function
}
case 1:
{
//A different dialog
}
}
So you see it only uses 1 dialogid, but it uses a PVar (can use a player array like new DialogID[MAX_PLAYERS]) to tell the difference.
Re: Limits for Dialogs? -
[HiC]TheKiller - 26.05.2010
Also remember that dialog ID's have to be MAX_PLAYERS appart =].