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Problem with message beox


gulogulo

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I have a problem. I can launch message boxes. I can even pass float variables to message boxes but is there any way to pass strings? Also is there a way to put into the string the name of the actor and the name of its race?

 

Purpose? I want to scan the surrounding for actors, display them (already done in message box with only OK button) and then enable the player to choose an actor from the list for futher processing.

 

Perhaps you have some ideas how to do it?

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Well,

 

I created the some quest aliases and then in one script of the quest in its properties I inserted the same aliases but in this case the name - alias is for example "Alias_****" when in Quest aliasas tab the same alias is named as "****". Then in the message I inserted several refernces to these aliases. The aliases are actor aliases and I inserted several invisible actors to some tiny cell (they do nothing and you cant see them). These actors have different names that serve as mini strings. In seperate script I manipulate the aliases by connecting them with different actors to receive different results. Here is an example of the messag: <Alias=UniqueActor><Alias=SpaceString><Alias.Race=CurrentActor><Alias=SexString><Alias=StatusString>.

 

I fill the alias UniqueActor to receive the name of the real actor that I am interested in. The same is with SpaceString (to versions here "" or ", "), SexString (3 versions: ", male", ", female" or "") and StatusString (3 versions: ", alive", ", dead" or "") but all these are just invisible actors I mentioned above. <Alias.Race=CurrentActor> gives you the name of race of the real actor you are interested in.

 

The example of a result: "Faendal, WoodElf, male, alive"

 

If you want a working example try my Nature of the beast mod. Just wait for the 3.70 version I will update within few days.

 

Hope it helps.

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