Prompt for text (like a Windows Textbox) functionality?

Post » Sat Nov 17, 2012 10:02 am

Is there a way to prompt the user for text, like how we enter our player name during character creation? None of my searching has found anything so I'm just checking to make sure I didn't miss something.

Thanks!
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Lloyd Muldowney
 
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Post » Sat Nov 17, 2012 2:10 pm

The game-engine is hard-coded for certain things like Player's name. There isn't a way to do it in Vanilla though. You could theoretically use SKSE for isKeyPressed (I think that's the function), then store the results in variables which are then assembled for whatever you need. Depending on what you're trying to do though, it may not make a difference - such as creating a custom book.. I doubt that can be done yet. You could, however, use this so that when you open a door (or perform whatever scripted action or event), it shows you a notification using those variables (such as "Welcome to BlahBlah's House").

It'd be interesting to apply this to a dynamically spawned trigger box or activator/pressure plate... to the end that one may place markers with custom data/notifs. Like when you hit a certain spot, it 'reminds' you what to expect with whatever notes you typed.
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Your Mum
 
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Post » Sat Nov 17, 2012 9:43 am

Thanks! Very interesting idea!

Yeah, I figured the name thing was hard coded with no option, but I wanted to make sure. The Keypress idea would be great - just thinking how I could display it back in a mostly natural way. I guess I could just let them type and then when they're done show them with a text box. Fortunately, it's just a name so not really very long. I'll look in to this and let you know!
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Darian Ennels
 
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Post » Sat Nov 17, 2012 1:14 am

Take a look at the menu SDK they used for SkyUI. There might be something there you can use.
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Jessie Rae Brouillette
 
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Post » Sat Nov 17, 2012 1:55 pm

The game-engine is hard-coded for certain things like Player's name. There isn't a way to do it in Vanilla though. You could theoretically use SKSE for isKeyPressed (I think that's the function), then store the results in variables which are then assembled for whatever you need.

Yes, IsKeyPressed(), is the function, and it works - technically. Many of the keys are already being used by the game engine - like P, I, T and I don't see a way suspend or ignore it. Plus, the response is slow but since it's a one-time deal, I think it would be okay. (I can find no other alternative but to develop my own SKSE plugin to read from extrernal INI files - maybe later if I have to, but I don't really feel like doing that for a one-time use function.)

Take a look at the menu SDK they used for SkyUI. There might be something there you can use.

Thanks SomeWelshGuy - I'm familiar with SkyUI but not aware of an SDK?
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chinadoll
 
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Post » Sat Nov 17, 2012 7:54 am

Shlangster's making a widget system for the HID. These are all in flash, so it's possible that one of them could be a hidden input box. You could set caption and button text and have an input field and use flash's input handling to read the keystrokes.

At least that's what I want to try, anyway.
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Ells
 
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Post » Sat Nov 17, 2012 3:18 pm

It's a work in progress, but worth a look: http://www.gamesas.com/topic/1395460-unofficial-ui-sdk-ready/
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KRistina Karlsson
 
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Post » Sat Nov 17, 2012 1:28 am

It's a work in progress, but worth a look: http://www.gamesas.com/topic/1395460-unofficial-ui-sdk-ready/

Thanks again! I looked at the link and posted a question. If it's something doable, I'll have to dig in to that project. I appreciate the heads-up as I had no idea.
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Dj Matty P
 
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Post » Sat Nov 17, 2012 11:24 am

Shlangster's making a widget system for the HID. These are all in flash, so it's possible that one of them could be a hidden input box. You could set caption and button text and have an input field and use flash's input handling to read the keystrokes.

At least that's what I want to try, anyway.
Thanks DocClox! That's what I get for reading the posts in reverse order, I see they are the same project! ;) And Shlangster has alread replied.
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Jeffrey Lawson
 
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