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Certain events not firing with crafting furniture, but work with all other furniture types.


fadingsignal

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I ran into an issue with crafting furniture (Armor, Chem Station, etc.) I need to detect when the player stops crafting, but currently cannot do so using standard furniture events, it seems. This simple test script runs perfectly on any other kind of furniture (chairs, beds, even vertibirds, etc.) but the OnExitFurniture event does not fire when this script is run on a crafting bench. The OnInit and OnActivate events DO run.
If one compiles this code below and adds it to any furniture type, all three events will fire. Put it on a crafting bench, and only the Init/Activate events fire.
Is this intentional? Are crafting benches not "real" furniture even though they are Furniture records? Is there any other event that can be used to detect when the player exits a crafting bench? I tried to place the furniture using script and then register for remote event, but that did not work either. I grep'd the source code, and It appears there are simply no 'exit' events for crafting benches, which I am hard-pressed to believe is actually true.
Any help is greatly appreciated. Road-blocked on my progress currently.
Scriptname ExitFurnitureTest extends ObjectReference
{Place this in any furniture type to test}

Int Property placeholder = 1 Auto

Event OnInit()
  Debug.MessageBox("Initialize")
EndEvent

Event OnActivate(ObjectReference akActionRef)
  Debug.MessageBox("Activate")
EndEvent

;Fires on all furniture types but crafting benches
Event OnExitFurniture(ObjectReference akActionRef)
  Debug.MessageBox("Exit")
EndEvent

 

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I ran into the same thing recently. It looks like the standard OnExitFurniture event isn't fired when you leave a crafting bench, so you have to use a menu open/close event as outlined here.

It works for regular crafting workbenches if you listen for CookingMenu, but I haven't tested it with weapon/armor workbenches yet.

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Thank you, that's definitely progress. It didn't appear to work on the Weapon or Armor workbench, only Chem and Cooking, so I registered every single open close event to trap them ALL and narrow down which one it was.

 

The weapon and armor use ExamineMenu, so that can be used as an event hook, and then look at keywords and what-not on the bench itself to determine what it is.

 

Jesus, what a runaround. You would think they would have had some basic start/stop crafting events.

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