KatsAwful Posted October 5, 2020 Share Posted October 5, 2020 I'm trying to learn generic menu creation and while I'm mostly fine with structuring and basic scripting of the menu, I'm completely lost on how to control what the buttons do. I tried looking through Maskar's LINK but Maskar being Maskar there's 100 different scripts that all call on each other so its very confusing. I couldn't find anything on the CS wiki as well Link to comment Share on other sites More sharing options...
Reneer Posted October 5, 2020 Share Posted October 5, 2020 This page on the Oblivion CS Wiki might help you out. I am extremely rusty in my Oblivionscript coding, but if you need some more help I'd be happy to assist. Link to comment Share on other sites More sharing options...
KatsAwful Posted October 6, 2020 Author Share Posted October 6, 2020 I'm not talking about MessageBoxes, I'm talking about custom created generic menus with buttons like Maskars LINK Link to comment Share on other sites More sharing options...
Reneer Posted October 6, 2020 Share Posted October 6, 2020 Ah, my mistake. I've been gone a while. Well, good luck with figuring it out, I sadly won't be of much help. Link to comment Share on other sites More sharing options...
KatsAwful Posted October 6, 2020 Author Share Posted October 6, 2020 I think I figured out how Maskar made LINK. What they did was create an "OnClick" menu event handler that checks the menu ID of anything the player clicks on while inside a &GenericMenu. Then whenever the player clicks in the menu, a script is called to see if its the menu ID the player is concerned about. That then calls future scripts to do whateverThis means that the proper "target" and "id" traits must be enabled for any button tile Link to comment Share on other sites More sharing options...
Reneer Posted October 7, 2020 Share Posted October 7, 2020 I think I figured out how Maskar made LINK. What they did was create an "OnClick" menu event handler that checks the menu ID of anything the player clicks on while inside a &GenericMenu. Then whenever the player clicks in the menu, a script is called to see if its the menu ID the player is concerned about. That then calls future scripts to do whatever This means that the proper "target" and "id" traits must be enabled for any button tileThat's how I would have done it as well, most likely. It's clean, easy to work with, and sounds like it follows good code design practices, though obviously I've never seen the code. But if I had implemented it I probably would have only gotten 2/3. :P Link to comment Share on other sites More sharing options...
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