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Power Armor Workbench Menu String?


CylonSurfer

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I'm using 'RegisterForMenuOpenCloseEvent' & 'OnMenuOpenClose' to detect when certain menus open, however I'm really struggling to find the correct string to use for the Power Armor Workbench menu (all others work fine). I thought it'd be the same "ExamineMenu" string used by the armor & weapon Workbenches but this does not seem to be the case. I've been through the entire list of strings on the functions page but come up empty.

 

Does anyone have an idea of as to the string I need to use?

Edited by CylonSurfer
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Power armor workbenches are super odd because its not the workbench that is the workbench but the power armor furniture being worked on. I use this stuff to detect use:

Self.RegisterForRemoteEvent((pPlayerREF as Actor), "OnPlayerUseWorkBench")

Event Actor.OnPlayerUseWorkBench(Actor akSender, ObjectReference akWorkBench)

   If (akWorkBench is PowerArmorBatteryInsertScript) ;Its a power armor frame in a PA workstation
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Yeah I kinda figured that out as I picked through the activation with debug notifications, it is odd I agree! What I really need to do is close the menu so I can disable a visual effect and then re-activate the bench. As I can't figure out the menu string I can't close the menu.

 

I guess I could use a perk to block activations to power armor benches the player is in activation distance to, and then unblock activations when they walk away...

Edited by CylonSurfer
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Turns out that by forcing a PA Bench into a reference alias when it comes into activation distance with the player and having a script with an 'OnActivate()' event attached to that reference alias works for what I need. I guess that the PowerArmorBatteryInsertScript takes longer to process and bring up the menu than my quick 'stop visual effect X' function does. At least it solves my problem. Would still be nice to know what menu string is used but at least I have a work around.

 

Thanks for your suggestions SKK50.

Edited by CylonSurfer
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