multiple choice menu not working.

Post » Tue Jun 19, 2012 3:27 pm

Ok, so it turns out the player cannot set global variables via the Console.

So now I am trying to do this using a scroll.

I get the scroll again in the game after using this scroll so I know everything else is working, but I do not see the menu in the game.

Thanks to Borgut1337, I got a most of this set up but I am doing something wrong here:


Scriptname aadpSetUpScript extends activemagiceffectMessage Property aadpSetUpActivateMESSAGE autoGlobalVariable Property aadpRearDamMult  Autoscroll Property aadpSetUpScroll AutoEvent OnEffectStart(Actor akTarget, Actor akCaster)If(akCaster== Game.GetPlayer())int chosenOption = aadpSetUpActivateMESSAGE.Show()	          If(chosenOption==0)			 aadprearDamMult.setValue(0.5)						 ElseIf(chosenOption==1)			 aadprearDamMult.setValue(1.0)						 ElseIf(chosenOption==2)			 aadprearDamMult.setValue(1.5)						 ElseIf(chosenOption==3)			 aadprearDamMult.setValue(2.0)						 ElseIf(chosenOption==4)			 aadprearDamMult.setValue(0.0)	   EndifGame.GetPlayer().addItem(aadpSetUpScroll,1)EndifEndEvent
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Dawn Porter
 
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Post » Tue Jun 19, 2012 5:43 am

Before any conditions I would do
Debug.messagebox("Message: "+aadpSetUpActivateMESSAGE)

To see if its hooked up to the right property or if its None

If that doesnt pop up something helpful ... u should be starting a new game before you test new scripts, that's all I really know to suggest, the script seems solid
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Ernesto Salinas
 
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Post » Tue Jun 19, 2012 5:39 pm

That code looks good. It is possible that the aadpSetUpActivateMESSAGE property is empty. Even if it's filled in correctly on the properties section... Depending on if that property is already assigned to in the save-game. This has happened to me a few times. I would need to revert to a save that is prior to introducing the script for the first time. Kind of frustrating, because it won't fire a debug error for the blank property, it'll just skip the "show()" function and continue.

If that doesn't work, try putting

Debug.Notification("Message:" + aadpSetUpActivateMESSAGE)
before the line with your Show() function. See if it comes up "Message: none" or hopefully with your message.
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Liii BLATES
 
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Post » Tue Jun 19, 2012 2:56 pm

Aha I agree with everything rmbackslash said :D
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kennedy
 
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Post » Tue Jun 19, 2012 5:11 pm

Thank you so much, that was it exactly!

God there are so many "got - chas" in this Skyrim moding. I run into several in the last few days.
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Krystina Proietti
 
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Post » Tue Jun 19, 2012 1:29 pm

Yeah, we are kind-of pioneering our way through since documentation is so scarce. But, it sure is rewarding when we get things to work correctly.
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Evaa
 
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Post » Tue Jun 19, 2012 8:19 pm

Aha I agree with everything rmbackslash said :biggrin:

Back-atcha
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Matthew Barrows
 
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Post » Tue Jun 19, 2012 4:27 pm

Hi spooky, I'm glad to see you active!
Ok, so it turns out the player cannot set global variables via the Console.
Is that so? In my mini-mod I have a global variable (the 'constant' box not ticked) and the script that uses it as property is reacting correctly to a console command "set GlobWhatEver to ...".
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Javaun Thompson
 
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Post » Tue Jun 19, 2012 9:01 am

Based my conclusion on this page:

http://www.creationkit.com/Console_Commands

No such command. But I believe you, the wiki has let me done a lot in the last few days.

Thanks for letting me know.

Hi spooky, I'm glad to see you active!

Is that so? In my mini-mod I have a global variable (the 'constant' box not ticked) and the script that uses it as property is reacting correctly to a console command "set GlobWhatEver to ...".
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Jon O
 
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Post » Tue Jun 19, 2012 7:40 pm

Based my conclusion on this page:

http://www.creationkit.com/Console_Commands

No such command. But I believe you, the wiki has let me done a lot in the last few days.

Thanks for letting me know.
have added to the wiki: http://www.creationkit.com/Set
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Trish
 
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