Difference between revisions of "MessageBox Tutorial/External Menu Selection"
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imported>Haama (Added Generalization disclaimer) |
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This is a subsection of the [[MessageBox Tutorial]], and uses [[MessageBox_Tutorial#Activator_Script|this script]] as a base. The following code may or may not require certain aspects of that script to work, however the information should prove useful for any script (it will take a bit of care to make it work, though). | |||
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As it's setup now, the first menu the player sees will always be the same. If you want to start with a different menu, set '''''Choosing''''' to your desired menu, as such: | As it's setup now, the first menu the player sees will always be the same. If you want to start with a different menu, set '''''Choosing''''' to your desired menu, as such: | ||
<pre>set YourActivator.Choosing to -2 ;the "Food" menu in the example | <pre>set YourActivator.Choosing to -2 ;the "Food" menu in the example | ||
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[[Category: | [[Category: Scripting Tutorials]] |
Revision as of 09:44, 30 June 2007
This is a subsection of the MessageBox Tutorial, and uses this script as a base. The following code may or may not require certain aspects of that script to work, however the information should prove useful for any script (it will take a bit of care to make it work, though).
As it's setup now, the first menu the player sees will always be the same. If you want to start with a different menu, set Choosing to your desired menu, as such:
set YourActivator.Choosing to -2 ;the "Food" menu in the example YourActivator.Activate player, 1
You need to make one small change to your menu script as well. Change
begin onActivate set Choosing to -1 ...
to
begin onActivate if (Choosing == 0) set Choosing to -1 endif ...
Also, if you want to allow the menu to be reset if it's still trying to catch the player's choice (GetButtonPressed keeps returning -1), then use
if (Choosing >= 0)
instead.