Difference between revisions of "MmUpdate"

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  mmGetStatus
  mmGetStatus


Updates a loaded menu.  Must be called from the same script which called [[mmLoadMenu]].  When used, it should be used on a script which will run as often as possible, preferably every frame.
Updates a loaded menu.  Must be called from the same script which called [[mmLoadMenu]].  When used, it should be called from a script which will run as often as possible, preferably every frame.


This function is necessary to update two aspects of menus:
This function is necessary to update two aspects of menus:

Revision as of 17:42, 6 December 2008


A command for MenuMate.

mmGetStatus

Updates a loaded menu. Must be called from the same script which called mmLoadMenu. When used, it should be called from a script which will run as often as possible, preferably every frame.

This function is necessary to update two aspects of menus:

  • Button scrolling. A dialog which has more than 10 buttons must use mmUpdate to allow the player to scroll through the buttons.
  • Counterbutton updating. If any of your counterbuttons use key inversion, their state text will not update when the invert key is pressed unless mmUpdate is used.

Example

Generally, a script which displays a menu which needs to use mmUpdate will look something like the following example quest script example:

scn MenuDisplayScript

int displayStatus
float fQuestDelayTime

begin MenuMode
  if (displayStatus)
    mmUpdate
  endif
end

begin GameMode
  set fQuestDelayTime to 0.0001
  
  if (displayStatus == 0)
    ; any setup here

    if (mmLoadMenu "menu.xml")
      set displayStatus to 1
    else
      PrintC "menu failed to load"
      StopQuest MenuDisplayQuest
    endif
    
  elseif (mmGetStatus == 1)
    set displayStatus to 0
    StopQuest MenuDisplayQuest
  endif
end