Difference between revisions of "OnMenuOpenCloseEvent - ScriptObject"

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imported>Scrivener07
(→‎Notes: Explaining what you need to do for holotapes displaying terminals from the pipboy, and you expect TerminalMenu, or TerminalHolotapeMenu to be the proper menus to register for.)
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== Notes ==
== Notes ==
*Aliases and quests will automatically unregister for this event when the quest stops. Active magic effects will automatically unregister when they are removed.
*Aliases and quests will automatically unregister for this event when the quest stops. Active magic effects will automatically unregister when they are removed.
*If you want to a script to do things after a terminal has been exited that has been displayed through a holotape from the pipboy, you need to register for the pipby menu. TerminalMenu and TerminalHolotapeMenu will not work. When the terminal is 'exited', you are send back to the pipboy menu.


== See Also ==
== See Also ==

Revision as of 09:41, 26 February 2018

Member of: ScriptObject

Event called when menus are opened or closed - if this active magic effect/alias/form is registered for it.

This event will only be sent to the specific script that registered for it. Other scripts attached to the same form/alias/active magic effect will not receive the event unless they also register.

Syntax

Event OnMenuOpenCloseEvent(string asMenuName, bool abOpening)

Parameters

  • asMenuName: Name of the menu opening / closing. E.g. "LockpickingMenu", "ContainerMenu", etc.
  • abOpening: True if the menu is opening, false if the menu is closing

Example

Function SomeFunction()
  RegisterForMenuOpenCloseEvent("LockpickingMenu") ; Before we can use OnMenuOpenCloseEvent we must register.
EndFunction

Event OnMenuOpenCloseEvent(string asMenuName, bool abOpening)
    if (asMenuName== "LockpickingMenu")
        if (abOpening)
	    Debug.Trace("Lockpicking menu is open!")
        endif
    endif
endEvent

Menus

These are the User Interface menus that Players interact with in game.

Name Description
BarterMenu
BookMenu
Console
ConsoleNativeUIMenu
ContainerMenu
CookingMenu
CreditsMenu
CursorMenu
DialogueMenu
ExamineMenu
FaderMenu
FavoritesMenu
GenericMenu
HUDMenu
LevelUpMenu
LoadingMenu
LockpickingMenu
LooksMenu
MainMenu
MessageBoxMenu
MultiActivateMenu
PauseMenu
PipboyMenu
PromptMenu
ScopeMenu
SitWaitMenu
SleepWaitMenu
SPECIALMenu
TerminalHolotapeMenu
TerminalMenu
VATSMenu
VignetteMenu
WorkshopMenu
Workshop_CaravanMenu

Key

  • Name: The string identifier of the menu.
  • Description: A short description of where or how the menu appears in game.


Notes

  • Aliases and quests will automatically unregister for this event when the quest stops. Active magic effects will automatically unregister when they are removed.
  • If you want to a script to do things after a terminal has been exited that has been displayed through a holotape from the pipboy, you need to register for the pipby menu. TerminalMenu and TerminalHolotapeMenu will not work. When the terminal is 'exited', you are send back to the pipboy menu.

See Also