greyday01 Posted November 15, 2017 Share Posted November 15, 2017 I've never made an activator that had options the player could choose. What I would like to do is make an activator that looks like a chest that when activated a screen or popup appears with 3 options: Store all ingredients, Take all ingredients or open the normal inventory screen for it's linked chest. I have made custom containers with their linked chests but I don't know how to make the other 2 options. Playing with potion making is so tedious once you are done and want to put all your ingredients away. Link to comment Share on other sites More sharing options...
agerweb Posted November 15, 2017 Share Posted November 15, 2017 You create a message with three options (its fairly obvious what to do when the new message window opens). Then call it with a script on your activator something like this: Scriptname MyOptionMenuScript extends ObjectReference message property MyMenu auto ;three Optionsevent OnActivate(ObjectReference alActionRef) int count = MyMenu.show() if count == 0 ;Do something elseif count == 1 ;Do something elseif count == 2 ;Do something endifEndEvent Link to comment Share on other sites More sharing options...
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