Difference between revisions of "Options Menu"
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imported>JustinOther (Initial) |
imported>JustinOther m (→Examples: abPreventEquip = False) |
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akActor.EquipItem(GetBaseObject(), True, True) ; Prevent unequip/reequip in favorites until the current menu is resolved | akActor.EquipItem(GetBaseObject(), True, True) ; Prevent unequip/reequip in favorites until the current menu is resolved | ||
Utility.Wait(0.01) ; This ensures equipping the token from the favorites menu works | Utility.Wait(0.01) ; This ensures equipping the token from the favorites menu works | ||
akActor.UnequipItem(GetBaseObject(), | akActor.UnequipItem(GetBaseObject(), False, True) ; Silently unequip item | ||
Game.EnablePlayerControls(False, False, False, False, False, True) ; Undo DisablePlayerControls | Game.EnablePlayerControls(False, False, False, False, False, True) ; Undo DisablePlayerControls | ||
Int iButton = OptionsMESG.Show() ; Shows your menu. iButton == -1 until input | Int iButton = OptionsMESG.Show() ; Shows your menu. iButton == -1 until input | ||
Line 46: | Line 46: | ||
akActor.EquipItem(GetBaseObject(), True, True) | akActor.EquipItem(GetBaseObject(), True, True) | ||
Utility.Wait(0.01) | Utility.Wait(0.01) | ||
akActor.UnequipItem(GetBaseObject(), | akActor.UnequipItem(GetBaseObject(), False, True) | ||
Game.EnablePlayerControls(False, False, False, False, False, True) | Game.EnablePlayerControls(False, False, False, False, False, True) | ||
Menu() | Menu() |
Revision as of 14:04, 12 April 2012
Overview
Using Show - Message, it is possible to make an options menu with any number of buttons and/or levels. In this example, we'll use an unplayable armor token, but a menu can be prompted and managed in a number of ways. First off, create a message form and add/fill in its buttons. Note that no more than ten buttons can be offered by any given message box and that the button indices are offset by one such that the first option's index is 0 and not 1.
Examples
- For the first example, we'll have only three options: Mage, Thief, and Warrior. Each time the item is equipped by the player, the menu will be prompted and will exit as soon as a button is selected, executing the appropriate code.
ScriptName OptionsMenuScript extends ObjectReference
Message Property OptionsMESG Auto
Event OnEquipped(Actor akActor)
If akActor == Game.GetPlayer() ; Only the player
Game.DisablePlayerControls(False, False, False, False, False, True) ; Momentarily disable other menus
akActor.EquipItem(GetBaseObject(), True, True) ; Prevent unequip/reequip in favorites until the current menu is resolved
Utility.Wait(0.01) ; This ensures equipping the token from the favorites menu works
akActor.UnequipItem(GetBaseObject(), False, True) ; Silently unequip item
Game.EnablePlayerControls(False, False, False, False, False, True) ; Undo DisablePlayerControls
Int iButton = OptionsMESG.Show() ; Shows your menu. iButton == -1 until input
If (iButton == 0) ; Mage
Debug.Notification("Mage selected")
ElseIf (iButton == 1) ; Thief
Debug.Notification("Thief selected")
ElseIf (iButton == 2) ; Warrior
Debug.Notification("Warrior selected")
EndIf
EndIf
EndEvent
- For the next example, we'll offer sub-options for each main selection. For a multilevel menu, a function works well. Keep in mind each message forms' buttons can have conditions, so you could hide "Lunch" and "Dinner" if it's time for breakfast or hide "Lobster" if it's not currently available.
ScriptName OptionsMenuScript extends ObjectReference
Message Property MainMenuMESG Auto
Message Property BreakfastMESG Auto
Message Property LunchMESG Auto
Message Property DinnerMESG Auto
Event OnEquipped(Actor akActor)
If akActor == Game.GetPlayer()
Game.DisablePlayerControls(False, False, False, False, False, True)
akActor.EquipItem(GetBaseObject(), True, True)
Utility.Wait(0.01)
akActor.UnequipItem(GetBaseObject(), False, True)
Game.EnablePlayerControls(False, False, False, False, False, True)
Menu()
EndIf
EndEvent
Function Menu(Bool abMenu = True, Int aiButton = 0)
While abMenu
If (aiButton != -1) ; Wait for input
aiButton = MainMenuMESG.Show() ; Main Menu
If (aiButton == 0) ; Breakfast
aiButton = BreakfastMESG.Show()
abMenu = False
If (aiButton == 0) ; Sweet Roll
ElseIf (aiButton == 1) ; Pancakes
ElseIf (aiButton == 2) ; Bacon & Eggs
EndIf
ElseIf (aiButton == 1) ; Lunch
aiButton = LunchMESG.Show()
abMenu = False
If (aiButton == 0) ; Turkey Sandwich
ElseIf (aiButton == 1) ; Ham Sandwich
ElseIf (aiButton == 2) ; BLT
EndIf
ElseIf (aiButton == 2) ; Dinner
aiButton = DinnerMESG.Show()
abMenu = False
If (aiButton == 0) ; Filet Mignon
ElseIf (aiButton == 1) ; Lobster
ElseIf (aiButton == 2) ; Fried Chicken
EndIf
EndIf
EndIf
EndWhile
EndFunction