Talk:MessageBoxEx
Revision as of 18:15, 5 April 2008 by imported>DragoonWraith (I think you should report the bug to the OBSE team)
What was the reason for the rank-spell switch? Factions seem to be easier to set up, and should require less space.--Haama 10:32, 26 March 2008 (EDT)
Quick question: is it at all possible to condition returns (%r)? Say I had a series of conditional strings, using %{...%}, and I wanted the ones that appear at any given time to be on their own line in the message box, but I didn't want there to be blank lines from when a line isn't displayed, but the return happens anyways, since it has to be outside the conditional brackets. Hope that makes enough sense to warrant a reply.--Ventus 03:16, 5 April 2008 (EDT)
- Just include the %r within the optional section.
MessageBoxEX "Blah blah blah%{%r%roptional thingy 1%}%{%r%ranother optional thingy 2%}" bool1 bool2
- The "Blah blah blah" will always display. If bool1 is true, then "optional thingy 1" will appear on its own line, and if bool2 is true, then "optional thingy 2" will appear on its own line.
- Dragoon Wraith TALK 04:44, 5 April 2008 (EDT)
- I've tried that, but for some reason my code crashes the game if there is a %r inside the brackets. Alternately, I've tried less complex code like you posted with very different results.
short bool1 short bool2 Begin ScriptEffectFinish set bool1 to 0 set bool2 to 1 MessageBoxEX "Blah blah blah%{%roptional thingy 1%}%{%ranother optional thingy 2%}" bool1 bool2 End
- That, oddly enough, results in a message box that only says "Blah blah blah." None of the text after appears. So, at this point, I'm just confused. Luckily I'm just trying to learn about MessageBoxEX, not actually incorporate it into a mod.--Ventus 18:00, 5 April 2008 (EDT)
- Hmm... sounds like you should be posting a possible bug report on the OBSE thread.
- Dragoon Wraith TALK 19:15, 5 April 2008 (EDT)