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async_dialog_complete()
Xubiod edited this page Oct 21, 2017
·
2 revisions
Syntax
async_dialog_complete()
Returns: Boolean
msg = get_integer_async("Level?", 1);
//In Async Dialogs Event
if (async_dialog_complete()) {
room_goto(ds_map_find_value(async_load, "value"));
}
This gives a dialog box to the user and stores the ds_map into msg. When the dialog box is closed, the Async Dialogs event is triggered. If OK was clicked, get the value from the ds_map.
These are how you can set up what this function without using the function. (This is from the GameMaker: Studio 1.4.x documentation.)
var i_d = ds_map_find_value(async_load, "id");
if i_d == msg
{
if ds_map_find_value(async_load, "status")
{
room_goto(ds_map_find_value(async_load, "value"));
}
}
Maintained with <3 by xubiod