stonefly Posted February 9, 2012 Share Posted February 9, 2012 I am trying too make a script based pop up menu, that only activates once, when an item is equipped. The menu buttons need too change the value of a custom variable in the same script. This way I can use that custom variable too change some part of the item equipped. Or more correctly, how it acts. This is part of a Bow script that has a menu letting you select the type of arrows you want too use. They will be summoned arrows that use the players magicka too summon them. The problem is, the "language" used for Papyrus scripts makes no sense too me. I'm too used too the old Oblivion and Morrowind script language. attached is the oblivion menu script I'm trying too convert. This is only part of the bow script. if ( messageOn == 2 ) MessageBox "Which Shell do you want to use?" "Dragon's Breath." "Arctic Wind.""Thunder.""Viper Bite.""Void.""Vampire's Kiss.""Hammer Blow." Set messageOn to 1 endif if ( messageOn == 1 ) set button to GetButtonPressed if ( button == 0 ) ; Dragon's Breath set arrowtype to 1 endif if ( button == 1 ) ; Arctic Wind set arrowtype to 2 endif if ( button == 2 ) ; Thunder set arrowtype to 3 endif if ( button == 3 ) ; Viper Bite set arrowtype to 4 endif if ( button == 4 ) ; Void set arrowtype to 5 endif if ( button == 5 ) ; Vampire's Kiss set arrowtype to 6 endif if ( button == 6 ) ; Hammer Blow set arrowtype to 0 endif endif Link to comment Share on other sites More sharing options...
EnterSevenSeven Posted February 9, 2012 Share Posted February 9, 2012 I'm interested in this as well. The only mention of a message box object I could find was in the tutorial but that's only to display a message without options. Link to comment Share on other sites More sharing options...
azza1989 Posted February 10, 2012 Share Posted February 10, 2012 in interested in this, anyone figured if this can be done? Link to comment Share on other sites More sharing options...
cire992 Posted February 11, 2012 Share Posted February 11, 2012 Also curious about this, I'm a fairly poor scripter on a good day, but having to learn the new language at the same time is causing me a lot of trouble. MannequinActivatorSCRIPT has a menu with a button setup, but its all commented out and unused, and I haven't had much luck reproducing my own script from it. My current script: FormList Property AADAFlistIngredientsA auto FormList Property AADAFlistIngredientsB auto Message Property AADASorterLab Auto Event OnTriggerActivate(ObjectReference akActivator) If akActivator == Game.GetPlayer() AADASorterLab.show WaitMenuMode(0.1) if buttonpressed == 0 Game.GetPlayer().RemoveItem(AADAFlistIngredientsA, true, IngredientsContA) Game.GetPlayer().RemoveItem(AADAFlistIngredientsB, true, IngredientsContB) elseif buttonpressed == 1 endif endif EndEvent I need to define the buttonpressed variables, but I'm also getting mismatch errors out the ass. Link to comment Share on other sites More sharing options...
EnterSevenSeven Posted February 12, 2012 Share Posted February 12, 2012 Found them. They are now included as standalone objects (Miscellaneous >> Message) as with most other features in the CK. The wiki goes into more depth. Link to comment Share on other sites More sharing options...
rawfel Posted February 12, 2012 Share Posted February 12, 2012 I'll just throw in a question here. I'm trying to setup Notepad++ to compile Papyrus and all that and I have to download Papyrus.xml from creationkit.com but I don't seem able to. What should I do? Link to comment Share on other sites More sharing options...
jimhsu Posted February 12, 2012 Share Posted February 12, 2012 Oh good, these are back. Will be REALLY useful for my economy mod. I shuddered at the thought of having to make hundreds of dialog options with the stupid thing they call a dialog editor. Link to comment Share on other sites More sharing options...
jaysus Posted February 16, 2012 Share Posted February 16, 2012 this here kinda works... however... you gotta hit the button more than once for some weird reason... it checks which you hit last tho lolif someone knwos a workaround for that id be most grateful... otherwise it seems to work Scriptname JSwordsDistributionQuestTrapScript extends Quest {makes sure you downloaded this mod from nexus} message property JSwordsDistributionQuestTrapMsg auto quest property JSwordsDistributionQuestTrapForLoLzOnly auto event OnInit() int ibutton = JSwordsDistributionQuestTrapMsg.show() if ibutton == 0 debug.messagebox("1") elseif ibutton == 1 debug.messagebox("2") else debug.messagebox("3") endif JSwordsDistributionQuestTrapForLoLzOnly.stop() endEvent Link to comment Share on other sites More sharing options...
expired6978 Posted February 16, 2012 Share Posted February 16, 2012 OnInit is called at the following times:For Quests and Aliases: On game startup, and again whenever the quest starts, due to the quest being reset. If you mean your message shows up twice this could be why. Link to comment Share on other sites More sharing options...
jaysus Posted February 17, 2012 Share Posted February 17, 2012 nah... the message showed up twice because i had "start game enabled" activated in my linked quest which seemed logical lol... unchecking that fixed it and now it works but its still weird Link to comment Share on other sites More sharing options...
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