Difference between revisions of "Talk:Options Menu"
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-- [[User:Cdcooley|Cdcooley]] 06:32, 17 June 2012 (EDT) | -- [[User:Cdcooley|Cdcooley]] 06:32, 17 June 2012 (EDT) | ||
:::During my testing on Fallout 3 with the options menu, it appears that the myVar = myMsg.Show() would return a -1, pause the script, then come back and evaluate to the end, before starting over at the top of the loop with the inputted value in myVar. None of my debug notes suggest this is true in Skyrim, when using a While loop. Having a way to break out of the loop isn't a bad idea though, just in case. | :::During my testing on Fallout 3 with the options menu, it appears that the myVar = myMsg.Show() would return a -1, pause the script, then come back and evaluate to the end, before starting over at the top of the loop with the inputted value in myVar. None of my debug notes suggest this is true in Skyrim, when using a While loop. Having a way to break out of the loop isn't a bad idea though, just in case. But in the code listed, the if(aiButton == -1) won't break out of the loop. so if you were paranoid, adding abMenu = False would be a check. although I don't like the idea of always evaluating a bool statement at the beginning of a loop that has almost zero chance of success, i would just put Else statements within the subMenu if/else blocks with abMEnu = False. So it never gets evaluated at all unless catastrophic failure occurs somehow. |