AlexScorpion Posted February 12, 2011 Author Share Posted February 12, 2011 damn .. my menu gets completely messed up when i multiple conditions on more than one button scn AlexSquadRadioScript int ibutton Short toMany Begin OnEquip showmessage 1SquadSummonMenu end Begin GameMode set ToMany to 0 set iButton to GetButtonPressed if iButton == -1 ;noone knows what it means return endif if iButton == 0 ;cancel the menu playsound WPNAlienBlasterFire2D endif if iButton == 1 && AlexSquadToManySummoned > 2 ;checking if there are more than 2 troops present showmessage AlexToManyTroopsPresent else set AlexSquadDismis to 0 ;summon the squad placeatme AlexSquadVertibird 1 set AlexSquadToManySummoned to 3 endif if iButton == 2 && AlexSquadToManySummoned < 0 ;checking if there are any troops present showmessage AlexThereIsNobododytoDismissmessage else set AlexSquadDismis to 1 ;Dismiss the squad PlaceAtMe AlexSquadVertibird 1 endif end Link to comment Share on other sites More sharing options...
AlexScorpion Posted February 12, 2011 Author Share Posted February 12, 2011 nvm .. solved it Link to comment Share on other sites More sharing options...
davidlallen Posted February 12, 2011 Share Posted February 12, 2011 I mean how do you get the code formatting in your posts, as in similar to [ url=] [/url] Use [ code ] and [ / code ] (without the spaces obviously) Link to comment Share on other sites More sharing options...
AlexScorpion Posted February 12, 2011 Author Share Posted February 12, 2011 (edited) oh ... that lol i always use [ codebox ] lalala [/codebox ] "without spaces" you can also press reply on any of my posts with code in it and you'll see how it's done Edited February 12, 2011 by AlexScorpion Link to comment Share on other sites More sharing options...
Skevitj Posted February 13, 2011 Share Posted February 13, 2011 Why didn't I think of that... Cheers. Link to comment Share on other sites More sharing options...
AlexScorpion Posted February 14, 2011 Author Share Posted February 14, 2011 ug oh .. it seems that i'm having problems with a multilevel menu it's one main menu ... with two small sub menus ..looks like this cancelsummondismissgo silentgo loudfollowwait========== commands WAIT open a submenu and command FOLLOW opens a submenu scn AlexSquadRadioScript short ibutton short messageup int iButton0 int iButton1 int iButton2 int iMenuLevel int iAlternateMessage Begin OnEquip showmessage AlexSquadSummonMenu end Begin GameMode if iMenuLevel == 0 set iButton0 to GetButtonPressed if iButton == -1 ;Wait until button was pressed return endif if iButton0 == 0 ;cancel the menu playsound WPNAlienBlasterFire2D elseif iButton0 == 1 ;summon the squad set AlexSquadDismis to 0 placeatme AlexSquadVertibird 1 set AlexSquadToManySummoned to 3 elseif iButton0 == 2 ;Dismiss the squad set AlexSquadDismis to 1 ;Dismiss the squad PlaceAtMe AlexSquadVertibird 1 elseif iButton0 == 3 ;Tell your squad to use silent weapons set AlexSquadweaponchange to 1 elseif iButton0 == 4 ;tell your squad to use primary weapons set AlexSquadweaponchange to 0 elseif iButton0 == 5 ; ShowMessage AlexWaitOptions set iMenuLevel to 1 set iButton1 to GetButtonPressed if iButton1 == -1 ; No button has been pressed yet return endif if iButton1 == 0 playsound WPNAlienBlasterFire2D elseif iButton1 == 1 set AlexSquadholdposition to 1 elseif iButton1 == 2 set AlexSquadWaitRelax to 1 endif elseif iButton0 == 6 ; ShowMessage AlexFollowOptions set iMenuLevel to 2 set iButton2 to GetButtonPressed if iButton2 == -1 ; No button has been pressed yet return endif if iButton2 == 0 playsound WPNAlienBlasterFire2D elseif iButton2 == 1 set AlexSquadFollowClose to 1 elseif iButton2 == 2 set AlexSquadFollowLong to 1 endif endif endif end after i go into either one of those sub menus .. all buttons stop functioning thanks Alex Link to comment Share on other sites More sharing options...
davidlallen Posted February 14, 2011 Share Posted February 14, 2011 Have you seen this tutorial on multi level menus? Link to comment Share on other sites More sharing options...
AlexScorpion Posted February 14, 2011 Author Share Posted February 14, 2011 thanks david .. i've seen it ... ignore the last post .. it has been solved Link to comment Share on other sites More sharing options...
AlexScorpion Posted February 15, 2011 Author Share Posted February 15, 2011 so it seems that i have cheered a bit too early ... the squad seems responding with no problems to the vanilla markers .. but the custom ones placed with the command place on do not seem to work ... i have set up an activater with a code scn AlexSquadAssaultStealthToScript Float Timer short doOnce Begin OnLoad if doOnce == 0 Set timer to 30 PlaceAtMe AlexSquadMarker 1 set AlexSquadAssaultStealthToMarker to 1 ShowMessage AlexMoveInStealthIsWorking set doOnce to 1 endif End Begin GameMode if timer > 0 set timer to timer - getsecondspassed else set AlexSquadAssaultStealthToMarker to 0 disable MarkForDelete endif Endwhich activates a varriable in another script and another script adds a scriptpackage in which MYmarker is specified as a reference works fine with the vanilla markers .. has anyone any idea how i can force the npc move to the newly spawned marker ?? thanks Alex Link to comment Share on other sites More sharing options...
Skevitj Posted February 16, 2011 Share Posted February 16, 2011 (edited) What's AlexSquadMarker? If that's the package destination marker, you really should have it as a persistent reference and be using MoveTo. creating multiple destination markers is just useless due to the package only tracking the one its told to. There should only be one persistent marker (per package, placed in the GECK) which the package points to. When ever you need it to update the position, just call "moveto AlexSquadMarker" and then either add the package (or evp if they already have it, ie, position update). Using placeatme on a marker is going to cause a heap of problems if you don't have something to clean the markers up, and you're going to need to update the package to point to the new dynamic reference of the marker every time a new one is placed. ie, don't use it. All that said, AI isn't a strong point for me Edited February 16, 2011 by Skevitj Link to comment Share on other sites More sharing options...
Recommended Posts