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FREE TOOL · SetWarningMessage

Warning screen buttons

Build the instructional-button value for SetWarningMessage. Ten bits are in the published enum and labelled; the other twenty are guesses or unknown.

10 documented, 3 community-named, 17 undocumented — every row says which it is. Names from the FiveM native docs — SET_WARNING_MESSAGE.

Value2
Hex0x00000002
Flags set1

00000000000000000000000000000010

Presets
Value 2
-- The warning screen takes text LABELS, not strings, so register them first.
AddTextEntry("FAM_WARN_TITLE", "Are you sure?")
AddTextEntry("FAM_WARN_BODY", "This cannot be undone.")

CreateThread(function()
    while true do
        Wait(0)
        -- Drawn every frame, like every other scaleform screen.
        SetWarningMessage("FAM_WARN_TITLE", 2, "FAM_WARN_BODY", false, -1, nil, nil, true, 0)

        -- 201 is accept, 202 is cancel. Players can also click the
        -- instructional buttons with the mouse, which fires the same controls.
        if IsControlJustPressed(2, 201) then
            break
        elseif IsControlJustPressed(2, 202) then
            break
        end
    end
end)

QUESTIONS

About warning screen buttons

Why do most of the bits have no name?
Because the published enum only names ten of them, and it says itself that the list is not complete. The rest are real bits that do something, but no official name exists. Rather than invent one, this page marks them as community-reported or unknown — a wrong label costs you an afternoon.
Why does my warning screen show nothing?
Two reasons, usually. It has to be drawn every frame, like any scaleform, so it belongs inside a loop. And the text arguments are label names registered with AddTextEntry, not raw strings — pass a string and the screen draws empty.
Can the player click the buttons?
Yes. The instructional buttons respond to the mouse as well as the keyboard, and a click fires the same control as the key. If you only check for a key press you will get reports of a screen that "sometimes does nothing".

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