TrustyPeaches Posted July 27, 2017 Share Posted July 27, 2017 (edited) I have a message menu that I want to be able to hide messages under conditions of the player not having found various locations Edited July 27, 2017 by TrustyPeaches Link to comment Share on other sites More sharing options...
Magicockerel Posted July 27, 2017 Share Posted July 27, 2017 You're able to set conditions on the ConstructableObject form. For example, check out the workshop_co_TurretTripodHeavy form, where it has the GunNut01 perk as a condition. In the case of perks, the object will still appear when the conditions aren't met, but you're unable to build it. You could potentially change a global value when you pick up the item. If the global value doesn't have the correct value, then the object won't appear in the workshop menu. Link to comment Share on other sites More sharing options...
TrustyPeaches Posted July 27, 2017 Author Share Posted July 27, 2017 sorry I meant locations. I have a message box that has locations listed and I want to be able to hide the locations if they haven't been discovered yet. Link to comment Share on other sites More sharing options...
Magicockerel Posted July 27, 2017 Share Posted July 27, 2017 You could alias the location, and make use of the OnLocationLoaded() Event. When that event runs, you can change a global variable and then set it as a condition for the menu option to appear (as I described in my first post). You'd have to set up a Message form, though, and use the Show() Function to have it appear, rather than the Debug.MessageBox() Function. Link to comment Share on other sites More sharing options...
Guerlot Posted July 27, 2017 Share Posted July 27, 2017 (edited) If you are using a MapMarker for your location you could set it as Disable and enable it later --> YourMapmarkerProperty.Enable() Or did you mean to hide the entire Cell and its content? Nevermind me... I missed the part you wanted to hide it from a Message menu Edited July 27, 2017 by Guerlot Link to comment Share on other sites More sharing options...
shavkacagarikia Posted July 27, 2017 Share Posted July 27, 2017 Just use GetMapMarkerVisible condition function and choose needed location Map Marker as reference, it will return 2 if location is discovered (can fast travel to).http://i.imgur.com/2h18StM.png Link to comment Share on other sites More sharing options...
TrustyPeaches Posted July 27, 2017 Author Share Posted July 27, 2017 ok that's what I'm looking for but how do you get the ref location? Link to comment Share on other sites More sharing options...
shavkacagarikia Posted July 27, 2017 Share Posted July 27, 2017 (edited) Run on: Reference and click "select" then choose map marker of location in render window Edited July 27, 2017 by shavkacagarikia Link to comment Share on other sites More sharing options...
TrustyPeaches Posted July 27, 2017 Author Share Posted July 27, 2017 (edited) ok the function works on hiding the text but it doesn't allow fast travel. (thats what I thought you meant when you said you could return to a location) Edited July 27, 2017 by TrustyPeaches Link to comment Share on other sites More sharing options...
shavkacagarikia Posted July 27, 2017 Share Posted July 27, 2017 No, condition functions are used only for checking, they can't do someting like that. You should use FastTravel function and pass markerreference as parameter, like: ObjectReference property AbernathyMarker Auto if ibutton2 == 1 ;name and number may be different for your script Game.FastTravel(AbernathyMarker) Endif Link to comment Share on other sites More sharing options...
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