OnMenuOpenCloseEvent - ScriptObject
Revision as of 09:43, 26 February 2018 by imported>Scrivener07 (→Notes: >_> seems I can preview as much as I like and still miss some typos.)
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.
SyntaxEdit
Event OnMenuOpenCloseEvent(string asMenuName, bool abOpening)
ParametersEdit
- 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
ExampleEdit
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
MenusEdit
These are the User Interface menus that Players interact with in game.
Key
- Name: The string identifier of the menu.
- Description: A short description of where or how the menu appears in game.
NotesEdit
- 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 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 pipboy menu. TerminalMenu and TerminalHolotapeMenu will not work. When the terminal is 'exited', you are send back to the pipboy menu.