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Mattiewagg

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I just don't want to cause any conflicts (however unlikely) just over a small, annoying message. To appy the SetGameSettingString, wouldn't I need to open and close the menu very quickly before it registers, thus likely taking longer than the message would allow?

 

 

I'm not sure I understand. Why would you need to open or close any menu? Does SetGameSettingString() not work while a menu is open? I have never used it so that's news to me.

 

Basically what I was saying is that you could add a script to the item that you don't want the message for that says something like

 

event OnEquip(akActor)

 

game.setgamesettingstring(sNoEquip, "")

 

utility.waitmenumode(1.0)

 

game.setgamesettingstring(sNoEquip, "This item cannot be equipped.")

 

endevent

 

 

I don't know if it would work. The message might be triggered before the game setting change.

 

If that doesn't work, you could silence the message as long as the player has the specific item in their inventory. I think it is unlikely that the player would encounter this message more than once or twice while doing your quest, so they are unlikely to notice it is missing. You could then restore the message when the item's equipability no longer matters.

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I just don't want to cause any conflicts (however unlikely) just over a small, annoying message. To appy the SetGameSettingString, wouldn't I need to open and close the menu very quickly before it registers, thus likely taking longer than the message would allow?

 

 

I'm not sure I understand. Why would you need to open or close any menu? Does SetGameSettingString() not work while a menu is open? I have never used it so that's news to me.

 

Basically what I was saying is that you could add a script to the item that you don't want the message for that says something like

 

event OnEquip(akActor)

 

game.setgamesettingstring(sNoEquip, "")

 

utility.waitmenumode(1.0)

 

game.setgamesettingstring(sNoEquip, "This item cannot be equipped.")

 

endevent

 

 

I don't know if it would work. The message might be triggered before the game setting change.

 

If that doesn't work, you could silence the message as long as the player has the specific item in their inventory. I think it is unlikely that the player would encounter this message more than once or twice while doing your quest, so they are unlikely to notice it is missing. You could then restore the message when the item's equipability no longer matters.

 

Alright thanks. As far as I know, applying .ini settings doesn't work without causing it to reset some way, the default method being opening and closing the menu very quickly.

 

It's not a huge deal, so I might just skip it.

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Alright thanks. As far as I know, applying .ini settings doesn't work without causing it to reset some way

 

What is the "it" in your statement?

The ini setting :smile:. Edited by Matthiaswagg
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@Zakarass Okay, that makes sense...

 

New question for whomever can help... how do you get the value stored in a property of one script to be read properly by another script? (i.e. I have a chest that is supposed to keep track of the gold value of the items stored in it using a property myGoldValue, and a button that should be telling me the gold value of the items stored in the chest by reading the myGoldValue property into a value property and then showing a message to display value; but it doesn't seem to work)

 

Or would it be easier to just make the chest script display the value itself? If so, how might I go about that?

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@Zakarass Okay, that makes sense...

 

New question for whomever can help... how do you get the value stored in a property of one script to be read properly by another script? (i.e. I have a chest that is supposed to keep track of the gold value of the items stored in it using a property myGoldValue, and a button that should be telling me the gold value of the items stored in the chest by reading the myGoldValue property into a value property and then showing a message to display value; but it doesn't seem to work)

 

Or would it be easier to just make the chest script display the value itself? If so, how might I go about that?

 

It has been a year since I have used papyrus so there is probably a better way, but there are global variables you can use as storage locations to pass information between scripts. Have chest set the global variable and button read it.

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It has been a year since I have used papyrus so there is probably a better way, but there are global variables you can use as storage locations to pass information between scripts. Have chest set the global variable and button read it.

 

Okay, that sounds like it should work... do you have to do anything special to access a global variable in a script, or just use it's name? (i.e. if I make a global variable named chestsGoldValue in the chest's script, how would I then use it in the button's script?)

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It has been a year since I have used papyrus so there is probably a better way, but there are global variables you can use as storage locations to pass information between scripts. Have chest set the global variable and button read it.

 

Okay, that sounds like it should work... do you have to do anything special to access a global variable in a script, or just use it's name? (i.e. if I make a global variable named chestsGoldValue in the chest's script, how would I then use it in the button's script?)

 

You have to physically create global variables as objects in the editor, then declare them as properties at the top of your code. You then need to link the global variable you created in the editor to the property you declared in your code. I honestly forget how to do that step because it has been a while, sorry, but it is simple once you know how. Somewhere on your script there should be a button that says attach properties or something? As for using the variable once you have it hooked up, use the papyrus getters and setters found here: http://www.creationkit.com/GlobalVariable_Script

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