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How do I hide a menu item if it hasn't been discovered yet?


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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.

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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.

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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 by Guerlot
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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
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