Message Menu Issues

Post » Wed Jun 20, 2012 11:45 am

Hi; I've searched extensively for an answer to my problem without success...

Briefly, I have an activator that, when player activated, I need it to display a menu. I've added a message object with 3 options (0, 1 and 2) and checked MessageBox. My activator script is as follows:
Scriptname AASanctTeleSCR extends ObjectReference  Message Property WBTeleportMSG autoFunction teleportMenuShow()	int cSelect = WBTeleportMSG.Show()	if cSelect == 0   	 debug.notification("You chose Whiterun")	elseif cSelect == 1   	 debug.notification("You chose Windhelm")	elseif cSelect == 2   	 debug.notification("You chose Solitude")	else   	 debug.messagebox("You need to select one of the cities")	endifEndFunctionEvent OnActivate(ObjectReference ActionRef)	Utility.WaitMenuMode(2.0)	teleportMenuShow(true)debug.notification("Activated")EndEvent
The problem is that when I activate the object, the "Activated" notification appears after 2 seconds, but the message menu doesn't... at all... I've even tried it with stock messages already existing on the system, and nothing...

Any clues as to what I'm doing stupidly wrong?? TIA.
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suniti
 
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Post » Wed Jun 20, 2012 5:54 pm

Hi; I've searched extensively for an answer to my problem without success...

Briefly, I have an activator that, when player activated, I need it to display a menu. I've added a message object with 3 options (0, 1 and 2) and checked MessageBox. My activator script is as follows:
Scriptname AASanctTeleSCR extends ObjectReference  Message Property WBTeleportMSG autoFunction teleportMenuShow()	int cSelect = WBTeleportMSG.Show()	if cSelect == 0   	 debug.notification("You chose Whiterun")	elseif cSelect == 1   	 debug.notification("You chose Windhelm")	elseif cSelect == 2   	 debug.notification("You chose Solitude")	else   	 debug.messagebox("You need to select one of the cities")	endifEndFunctionEvent OnActivate(ObjectReference ActionRef)	Utility.WaitMenuMode(2.0)	teleportMenuShow(true)debug.notification("Activated")EndEvent
The problem is that when I activate the object, the "Activated" notification appears after 2 seconds, but the message menu doesn't... at all... I've even tried it with stock messages already existing on the system, and nothing...

Any clues as to what I'm doing stupidly wrong?? TIA.

I don't understand why you're putting "true" within the function. You don't seem to need any inputed data to go on with the function. Try to remove that.
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Andrew
 
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Post » Wed Jun 20, 2012 8:46 pm

Hi; thanks for the reply. Yes, I'd left that in as an arg for a previous attempt at finding out what was wrong. It's now removed, and function being called without args; however the message menu still doesn't show - the notification comes up that I selected option 0 after two seconds, followed by the "activated" notice. It's as though for some reason there's no message to show, or its not picking it up by reference.
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Nienna garcia
 
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Post » Wed Jun 20, 2012 1:22 pm

I have absolutely no idea what's going on... NONE of my messages (defined in the CK within Miscellaneous -> Message) are showing up when I set the respective Show() command within my script... is there an initialisation process that needs to be set? Do all messages have to be quest related, or related to something else in some way???

Or do I have a buggy CK/game??? (everyone else seems to be able to display messages using the show() function as far as I can tell...)

This is really getting frustrating now...
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Matt Bee
 
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Post » Thu Jun 21, 2012 2:46 am

Have you filled the properties?
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Vivien
 
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Post » Wed Jun 20, 2012 12:26 pm

You need to tie the EditorID to the Property in the CK. Choose the script on the object in the CK and tie the props there. If they have the same name then you can use the auto button.

:ph34r: 'd
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Alexandra Ryan
 
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Post » Wed Jun 20, 2012 1:04 pm

Many thanks for your responses... strangely I had it auto-filled before, and it still wouldn't display.

What I've done is deleted the messages I created, and created new forms from existing option-type messages (beartrap etc) - and they now seem to work properly, even though all the properties and elements of the message form are identical... anyway so far so good; I really appreciate all your help - thanks :)
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P PoLlo
 
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