Jump to content

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


Recommended Posts

sorry I don't mean to flood the chat but I'm having some trouble with compiling the script. could anyone help me out with it? I try to type in the ID for the map marker but I keep getting "extraneous input"

 

the objectreference is supposed to be Bunker HIll

Message Property FTB_1m Auto
ObjectReference Property 0002B880 Auto

Function ShowMainMenu()
	Int aiButton = FTB_1m.Show()
	If aiButton == 0
		Game.Fasttravel(0002B880)
	ElseIf aiButton == 1
		Game.Fasttravel()
	ElseIf aiButton == 2
		Game.Fasttravel()
	ElseIf aiButton == 3
		Game.Fasttravel()
	ElseIf aiButton == 4
		Game.Fasttravel()
	ElseIf aiButton == 5
		Game.Fasttravel()
	ElseIf aiButton == 6
		Game.Fasttravel()
	ElseIf aiButton == 7
		Game.Fasttravel()
	ElseIf aiButton == 8
		Game.Fasttravel()
	ElseIf aiButton == 9
		Game.Fasttravel()
	EndIf
EndFunction

Event onActivate(ObjectReference akActivate)
	ShowMainMenu()
EndEvent
Link to comment
Share on other sites

 

sorry I don't mean to flood the chat but I'm having some trouble with compiling the script. could anyone help me out with it? I try to type in the ID for the map marker but I keep getting "extraneous input"

 

the objectreference is supposed to be Bunker HIll

Message Property FTB_1m Auto
ObjectReference Property 0002B880 Auto

Function ShowMainMenu()
	Int aiButton = FTB_1m.Show()
	If aiButton == 0
		Game.Fasttravel(0002B880)
	ElseIf aiButton == 1
		Game.Fasttravel()
	ElseIf aiButton == 2
		Game.Fasttravel()
	ElseIf aiButton == 3
		Game.Fasttravel()
	ElseIf aiButton == 4
		Game.Fasttravel()
	ElseIf aiButton == 5
		Game.Fasttravel()
	ElseIf aiButton == 6
		Game.Fasttravel()
	ElseIf aiButton == 7
		Game.Fasttravel()
	ElseIf aiButton == 8
		Game.Fasttravel()
	ElseIf aiButton == 9
		Game.Fasttravel()
	EndIf
EndFunction

Event onActivate(ObjectReference akActivate)
	ShowMainMenu()
EndEvent

 

That's not quite how it works. Your naming of the property is wrong. Don't use names that are numbers or begin with numbers. Try:

 

ObjectReference Property BunkerHillMonumentMapMarker Auto Const
 
;...
 
Game.Fasttravel(BunkerHillMonumentMapMarker)

 

Then in the CK on the properties from the script you fill the value of BunkerHillMonumentMapMarker to the map marker reference. In this case the name of the marker and the property are identical so you could auto fill it. If there is no unique editor ID on the reference then you'll have to click fill it via the render window.

Link to comment
Share on other sites

I had compiled a bunch of form lists with different markers for a mod I was working on (workshop, world traversal, and "other"). Here's a small esp with the lists in case you wanted a quick reference of them. They all start with the name SFTO (Survival Fast Travel Options) to make filtering easy. It requires DLCCoast, DLCRobot, DLCWorkshop03, and DLCNukaWorld. The mod simply added them to the HC fast travel list based on the user's choice.

 

There are 2 deliberate omissions from the formlists:

  • InstituteMapMarker [REFR:0002B7CC]
  • CITRuinsMapMarker [REFR:0016349B]

 

Link to comment
Share on other sites

ok. one last question. I've decided I want to hide the message buttons by settlements that are not owned by the player. how would I do this?

Use IsOwnedBy condition function for menu item. For first parameter choose playerRef and run On needed settlement workshop reference (like you did for map marker ref).

 

http://i.imgur.com/MF0zS3T.png

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...