masternetra Posted May 19, 2019 Share Posted May 19, 2019 (edited) So my question is, will scripts attached terminals still get ran if you access that terminal as a submenu from another terminal? I'm trying to setup a thing in my Obscurum Revised mod where you can add the workbenches, lab, etc but the house bot has to have some materials first (because the equipment being added is broken or incomplete) and your commanding the bot to add the stuff from a terminal in respective store the idea being you give the bot the parts and the terminal submenu script checks the respective inventory for said parts and determines available options. I'm hopping to attach a script that runs onActivate (with the success options going back to the main menu area for the bot's options to recheck intentory/refresh) to perform the checks as oppose to having each option run it as part of a screen refresh each time you successfully add something.I hope I was clear enough. Edited May 19, 2019 by masternetra Link to comment Share on other sites More sharing options...
Mktavish Posted May 19, 2019 Share Posted May 19, 2019 OnActivate is pretty clear ,,, but you managed to obfusacate it. Link to comment Share on other sites More sharing options...
masternetra Posted May 19, 2019 Author Share Posted May 19, 2019 (edited) OnActivate is pretty clear ,,, but you managed to obfusacate it.No, because my question is about wether or not a script attached to a terminal item will still run/re-run if you access that terminal item as a submenu. I just later explained what I was trying to do. Edited May 19, 2019 by masternetra Link to comment Share on other sites More sharing options...
masternetra Posted May 19, 2019 Author Share Posted May 19, 2019 Update: Turns out the answer was no. Had to handle it all within terminal selections. Link to comment Share on other sites More sharing options...
GamerRick Posted May 20, 2019 Share Posted May 20, 2019 Just FYI for future questions about scripts, the PrintC command (FOSE) can be used to solve many such questions. Link to comment Share on other sites More sharing options...
Mktavish Posted May 27, 2019 Share Posted May 27, 2019 Eeegads sorry ... I think I started the response and meant to get back to it explaining you don't need an OnActivate with the sub menu's ... which they sort of have their own built in OnActivate. Glad you figured it out , that the OnActivate will only run by the terminal that is the world object , and only when activated by the cross hair hover " E " key. I guess I was the one obfuscating :confused: Link to comment Share on other sites More sharing options...
JW1 Posted May 29, 2019 Share Posted May 29, 2019 In addition, not only does OnActivate only work on world objects as Mktavish says, the object to be activated has to have a collision mesh of some sort. Without a collision mesh, it's not possible for the player to target the object. Link to comment Share on other sites More sharing options...
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