# Mission Archive Dialog Item
Grammar — Mission Archive Dialog Item
Flags —Native
|Function
Gets the Dialog Item for the Mission Archives Panel
Returns — int
<control>
native int BattleReportGetDialogControl();
# Related
Category: Story / Mission Archives Panel
- Mission Archives Panel Exited —
void
— TriggerAddEventBattleReportPanelExit - Mission Archives Panel Play Mission —
void
— TriggerAddEventBattleReportPanelPlayMission - Mission Archive Panel Play Scene —
void
— TriggerAddEventBattleReportPanelPlayScene - Mission Archives Panel Selection Changed —
void
— TriggerAddEventBattleReportPanelSelectionChanged - Add Mission Archive —
void
— BattleReportCreate - Mission Archive Dialog Item —
int
<control> — BattleReportGetDialogControl - Last Created Mission Archive —
int
<preset::MissionArchive> — BattleReportLastCreated - Remove Mission Archive —
void
— BattleReportDestroy - Set Mission Archive Mission Text —
void
— BattleReportSetMissionText - Set Mission Archive Mission Image —
void
— BattleReportSetMissionImage - Set Mission Archive Scene Image —
void
— BattleReportSetSceneImage - Set Mission Archive Scene Text —
void
— BattleReportSetSceneText - Set Mission Archive Difficulty Best Time Text —
void
— BattleReportSetDifficultyLevelBestTimeText - Set Mission Archive Difficulty Completed —
void
— BattleReportSetDifficultyLevelCompleted - Add Mission Archive Achievement —
void
— BattleReportAddAchievement - Set Mission Archive Best Time Text —
void
— BattleReportSetBestTimeText - Set Mission Archive Research Title —
void
— BattleReportSetResearchTitle - Set Mission Archive Research Text —
void
— BattleReportSetResearchText - Set Mission Archive Bonus Title —
void
— BattleReportSetBonusTitle - Set Mission Archive Bonus Text —
void
— BattleReportSetBonusText - Set Mission Archive Button Text —
void
— BattleReportSetButtonText - Set Mission Archive Button Image —
void
— BattleReportSetButtonImage - Set Mission Archive Priority —
void
— BattleReportSetPriority - Set Mission Archive State —
void
— BattleReportSetState - Show Mission Archive in Missions Completed Total —
void
— BattleReportSetShownInMissionTotal - Get Mission Archive Mission Text —
text
— BattleReportGetMissionText - Get Mission Archive Mission Image —
string
<filepath> — BattleReportGetMissionImage - Get Mission Archive Scene Image —
string
<filepath> — BattleReportGetSceneImage - Get Mission Archive Scene Text —
text
— BattleReportGetSceneText - Get Mission Archive Difficulty Best Time Text —
text
— BattleReportGetDifficultyLevelBestTimeText - Get Mission Archive Difficulty Completed —
bool
— BattleReportGetDifficultyLevelCompleted - Get Mission Archive Best Time Text —
text
— BattleReportGetBestTimeText - Get Mission Archive Research Title —
text
— BattleReportGetResearchTitle - Get Mission Archive Research Text —
text
— BattleReportGetResearchText - Get Mission Archive Bonus Title —
text
— BattleReportGetBonusTitle - Get Mission Archive Bonus Text —
text
— BattleReportGetBonusText - Get Mission Archive Button Text —
text
— BattleReportGetButtonText - Get Mission Archive Button Image —
string
<filepath> — BattleReportGetButtonImage - Get Mission Archive Priority —
int
— BattleReportGetPriority - Get Mission Archive State —
int
<preset::MissionArchiveState> — BattleReportGetState - Set Selected Mission Archive —
void
— BattleReportPanelSetSelectedBattleReport - Selected Mission Archive —
int
<preset::MissionArchive> — BattleReportPanelGetSelectedBattleReport - Selected Mission Archive Difficulty —
int
<difficulty> — EventBattleReportPanelDifficultySelected - Selected Mission Archive Mission —
int
<preset::MissionArchive> — EventBattleReportPanelMissionSelected - Selected Mission Archive Scene —
int
<preset::MissionArchive> — EventBattleReportPanelSceneSelected
# Examples
campaigns/swarmstoryutil.sc2mod — base.sc2data/Lib281DEC45.galaxy:761
// Implementation
lib281DEC45_gv_zSS_MissionArchiveOverlayCreated = true;
lib281DEC45_gv_zSS_UIArchivesPanel = BattleReportGetDialogControl();
DialogControlHookup(lib281DEC45_gv_zSS_UIArchivesPanel, c_triggerControlTypePanel, "ScreenTitleFrame");
DialogControlHookup(DialogControlLastCreated(), c_triggerControlTypeLabel, "ScreenTitleLabel");
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignUILib.galaxy:1335
// Implementation
libVCUI_gv_pU_MissionArchiveOverlayCreated = true;
libVCUI_gv_pU_ArchivesPanel = BattleReportGetDialogControl();
DialogControlHookup(libVCUI_gv_pU_ArchivesPanel, c_triggerControlTypePanel, "ScreenTitleFrame");
DialogControlHookup(DialogControlLastCreated(), c_triggerControlTypeLabel, "ScreenTitleLabel");
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCUI.galaxy:463
// Implementation
libNCUI_gv_nU_MissionArchiveOverlayCreated = true;
libNCUI_gv_nU_ArchivesPanel = BattleReportGetDialogControl();
DialogControlHookup(libNCUI_gv_nU_ArchivesPanel, c_triggerControlTypePanel, "ScreenTitleFrame");
DialogControlHookup(DialogControlLastCreated(), c_triggerControlTypeLabel, "ScreenTitleLabel");
mods/voidprologue.sc2mod — base.sc2data/LibA3DDD02B.galaxy:7205
// Implementation
libA3DDD02B_gv_pP_MissionArchiveOverlayCreated = true;
libA3DDD02B_gv_pP_ArchivesPanel = BattleReportGetDialogControl();
DialogControlHookup(libA3DDD02B_gv_pP_ArchivesPanel, c_triggerControlTypePanel, "ScreenTitleFrame");
DialogControlHookup(DialogControlLastCreated(), c_triggerControlTypeLabel, "ScreenTitleLabel");