jaysus Posted February 18, 2012 Share Posted February 18, 2012 well, since the above script seems to work i added it to the CK wiki: http://www.creationkit.com/Talk:Show_-_Message Link to comment Share on other sites More sharing options...
taglag Posted June 27, 2014 Share Posted June 27, 2014 (edited) I have tried this script, but I only get one button, I added the utility.wait thinking something at startup was interfearing, but is the same thing, only one button, and one message "you hit button 1" Here is code Scriptname GGMyFirstScript extends Quest {displays a multiple choice menu} message property GGMyFirstScriptMessage auto ;;declare your properties/variabels quest property MyMenuQuest auto event OnInit() ;;begins when script or its parent quest gets initialized int ibutton = GGMyFirstScriptMessage.show() ;;shows the message item Utility.Wait(5.0) if ibutton == 0 ;; 0 is the first button, 1 the second, and so on debug.messagebox("you hit button 1") ;;replace with whatever result function you like elseif ibutton == 1 debug.messagebox("you hit button 2") else debug.messagebox("you didnt hit button 1 or 2 hence must have hit 3") endif MyMenuQuest.stop() ;;stops the quest endEvent Would like to know what i did wrong. Edited June 27, 2014 by taglag Link to comment Share on other sites More sharing options...
lofgren Posted June 27, 2014 Share Posted June 27, 2014 Do the other buttons in your menu have conditionals attached to them? Link to comment Share on other sites More sharing options...
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