SandMouseAnarchy Posted February 9, 2019 Share Posted February 9, 2019 i have a custom option menu that pops up when equiping an outfit, you make your selection from the menu and anOmod is equipped to the outfit and the menu closes... but then the same damn menu pops back up on an infinate loop unless i cancel out of the menu. i think the menu pops back up because the outfit is being re-equiped when the Omod is equipped to it. how do i stop the menu opening again straight away? heres what i have so far... Scriptname SM_Equip extends ObjectReference Actor Property PlayerREF Auto Message Property OptionsMESG Auto ObjectMod Property Mod_1 Auto ObjectMod Property Mod_2 Auto ObjectMod Property Mod_3 Auto ObjectMod Property Mod_4 Auto Event OnEquipped(Actor Owner) RegisterForRemoteEvent(Owner, "OnItemEquipped") EndEvent Event Actor.OnItemEquipped(Actor Owner, Form BaseObject, ObjectReference Ref1) if Owner == Game.GetPlayer() Int iButton = OptionsMESG.Show() ; Shows your menu. If iButton == 0 ; Open Self.AttachMod(Mod_1) Debug.Notification("Mod 1 equipped") UnregisterForRemoteEvent(Owner, "OnItemEquipped") ElseIf iButton == 1 ; Closed Self.AttachMod(Mod_2) Debug.Notification("Mod 2 equipped") UnregisterForRemoteEvent(Owner, "OnItemEquipped") ElseIf iButton == 2 ; Unzipped Self.AttachMod(Mod_3) Debug.Notification("Mod 3 equipped") UnregisterForRemoteEvent(Owner, "OnItemEquipped") ElseIf iButton == 3 ; Tied Self.AttachMod(Mod_4) Debug.Notification("Mod 4 equipped") UnregisterForRemoteEvent(Owner, "OnItemEquipped") ElseIf iButton == 4 ; Cancel Debug.Notification("Style unchanged") UnregisterForRemoteEvent(Owner, "OnItemEquipped") EndIf EndIF EndEvent Link to comment Share on other sites More sharing options...
DieFeM Posted February 9, 2019 Share Posted February 9, 2019 Using variable to control when the mod is being attached could work: Scriptname SM_Equip extends ObjectReference Message Property OptionsMESG Auto ObjectMod Property Mod_1 Auto ObjectMod Property Mod_2 Auto ObjectMod Property Mod_3 Auto ObjectMod Property Mod_4 Auto Bool CurrentlyAttachingMod = False Event OnEquipped(Actor Owner) if Owner == Game.GetPlayer() && !CurrentlyAttachingMod CurrentlyAttachingMod = True Int iButton = OptionsMESG.Show() ; Shows your menu. If iButton == 0 ; Open AttachMod(Mod_1) Debug.Notification("Mod 1 equipped") ElseIf iButton == 1 ; Closed AttachMod(Mod_2) Debug.Notification("Mod 2 equipped") ElseIf iButton == 2 ; Unzipped AttachMod(Mod_3) Debug.Notification("Mod 3 equipped") ElseIf iButton == 3 ; Tied AttachMod(Mod_4) Debug.Notification("Mod 4 equipped") ElseIf iButton == 4 ; Cancel Debug.Notification("Style unchanged") EndIf CurrentlyAttachingMod = False EndIf EndEvent Link to comment Share on other sites More sharing options...
SandMouseAnarchy Posted February 10, 2019 Author Share Posted February 10, 2019 Thankyou very much DieFeM!! Massive help! It works perfectly now :) Link to comment Share on other sites More sharing options...
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