03.05.2020, 21:58
Not really, it's your gamemode's or other code interfering with textdraw ids.
I can't fix it, its sounds like a YSI problem. Maybe try including PreviewModelDialog.inc before including YSI.
Use file functions and create a string for the dialog (the syntax is given in thread). Read line by line and use scanf to parse values, create a string and strcat the dialog syntax onto it.
Quote:
Hi Agneese, do you have a version that works with YSI 5? YSI 5 requires you to make all strings constant.
I tried to do it myself, but it broke the whole include. Dialogs don't show anymore. Before: Code:
static Prev_CreatePlayerTextDraws(playerid, header[], button1[], button2[], button3[], totalItems) stock Prev_ShowPlayerDialog(playerid, dialogid, style, caption[], info[], button1[], button2[]) Code:
static Prev_CreatePlayerTextDraws(playerid, const header[], const button1[], const button2[], const button3[], totalItems) stock Prev_ShowPlayerDialog(playerid, dialogid, style, const caption[], const info[], const button1[], const button2[]) Edit: The cause seems to be that they removed the DIALOG_PREVIEW parameter in YSI 5. A workaround would be to use the default showplayerdialog, which sucks. I hope you can fix this somehow. |
Use file functions and create a string for the dialog (the syntax is given in thread). Read line by line and use scanf to parse values, create a string and strcat the dialog syntax onto it.