18.09.2009, 16:30
I need to be more careful with my examples. It wasn't really intended that people would use a hardcoded ID for their dialog but rather a define.
So say you get 2 filterscripts with conflicting dialogids, just change the ID_DIALOG_BASE to a new number and it's all fixed.
pawn Code:
#define ID_DIALOG_BASE 11000
#define ID_DIALOG_WEAPONLIST ID_DIALOG_BASE+1
ShowPlayerDialog(playerid,ID_DIALOG_WEAPONLIST,DIALOG_STYLE_LIST,"List of weapons:",listitems,"Select","Cancel");
public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
{
if(dialogid == ID_DIALOG_WEAPONLIST) {
.........