MysteriousMrBear Posted March 14, 2012 Share Posted March 14, 2012 Hi everyone, I've been trying to create a layered menu, so you activate something, you are presented with a selection of choices, then when you choose one, it gives you more choices. I could do this in Oblivion with Gamemode, but that is gone and everything works differntly... Could anyone help? there was a tutorial somewhere on the internet but I cant find it ANYWHERE now. This is my script so far, the activator works, and when you choose something the second menu appears, but then no matter what you choose there nothing happens which makes me think that the onupdate part of the script is not working. Scriptname AAMBCtestSCRIPT extends ObjectReference {Creates Bearpaw Camp, piece by piece.} Message Property Campingmessage Auto {Dialoge to build tents} Message Property Strucuremessage Auto {Dialouge to build wooden structures} Message Property Defencemessage Auto {Dialoge to add defences} Message Property Utilitymessage Auto {Dialouge to build utilities} Message Property ChoiceMessage Auto {Dialouge to choose upgrade type} AAMBcUPGRADEtentSCRIPT property campquestref auto int button int level objectreference lakeside1a objectreference lakeside1b objectreference lakeside1c objectreference lakeside1d objectreference lakeside1e objectreference lakeside1f EVENT OnActivate (ObjectReference akActionRef) registerForUpdate(5) if akActionRef == game.getplayer() level = 0 button = ChoiceMessage.show () if button == 0 level = 1 button = campingmessage.show (afArg1 = campquestref.Lakesidecamp) elseif button == 1 level = 2 button = Strucuremessage.show () elseif button == 2 level = 3 button = Utilitymessage.show () elseif button == 3 level = 4 BUTTON = Defencemessage.show () endif endif endEVENT Event onupdate () if level == 1 if button == 0 if campquestref.Lakesidecamp == 0 campquestref.Lakesidecamp = 1 lakeside1a. enable() lakeside1b. enable() lakeside1c. enable() lakeside1d. enable() lakeside1e. enable() lakeside1f. enable() level = 0 endif endif endif endevent Any help with this or a link to some tutorial would be of great use, I know it can be done as mods like Frostfall use it extensively... Link to comment Share on other sites More sharing options...
tunaisafish Posted March 14, 2012 Share Posted March 14, 2012 Yeah you have to scrap the old menumode way. The script pauses just after each Show(), and then continues to process from there when a button is chosen. So it's much easier now. I showed a multilevel menu in this post. All the menu's are in 'while' loops which exits back up to the next level when the user presses button 0.That way each menu keeps repeating "while iBtn != 0" http://forums.nexusmods.com/index.php?/topic/606255-drop-item-script-not-working/page__view__findpost__p__4837489 Link to comment Share on other sites More sharing options...
MysteriousMrBear Posted March 14, 2012 Author Share Posted March 14, 2012 Thankyou, you beautiful man!!! Been stuck on that for hours -_- So weird adjusting from Oblivion, "ref" variables not being there was another nasty suprise... took forever to find out they are now "Objectreferences". I shall try this when I get in later, thanks again- we really need a dedicated script snippet forum, or tutorial forum :P Link to comment Share on other sites More sharing options...
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