K so, why is this messagebox popping up twice?

Post » Thu Oct 22, 2009 11:25 am

This is annoying.... the player has to click "okay" on the offending message twice, and I don't get why. Can anyone tell me what's up with this?

It could be something really small and stupid, gotta hate those.


begin onadd CraigBooneREF	if getisid PhalanxPinkArmorPowerBrotherhoodOfSteelT51B		showmessage PhalanxBoonePinkHellNoMSG ; <------------------------------------------- have to click twice on this?		clearownership		dropme	elseif CraigBooneREF.PATraining; do nothing	elseif PhalanxCompatibilityQUEST.PCPowerArmor		showmessage PhalanxTeachPA		set CraigBooneREF.PATraining to 1	else		showmessage PhalanxNoTeachPABoone		clearownership		dropme	endifend

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Oscar Vazquez
 
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Post » Thu Oct 22, 2009 8:15 am

Int bMessageBegin OnAdd CraigBooneREF		If GetIsId PhalanxPinkArmorPowerBrotherhoodOfSteelT51B		If bMessage		Else			Set bMessage to 1			ShowMessage PhalanxBoonePinkHellNoMSG		EndIf		ClearOwnership		DropMe	ElseIf CraigBooneREF.PATraining		; do nothing	ElseIf PhalanxCompatibilityQUEST.PCPowerArmor		ShowMessage PhalanxTeachPA		Set CraigBooneREF.PATraining to 1	Else		ShowMessage PhalanxNoTeachPABoone		ClearOwnership		DropMe	EndIfEnd
Mayhab? Seems superfluous, but...

I've had a few instances where message boxes inexplicably popped twice when they should only pop once.
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Queen of Spades
 
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Post » Thu Oct 22, 2009 10:23 am

True, true. That sort of codefix should work. But I'm still just like .... meh!!!!????
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rolanda h
 
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Post » Thu Oct 22, 2009 11:02 am

I've had the same thing happen in OnEquip blocks...
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Sarah Unwin
 
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Post » Thu Oct 22, 2009 11:49 am

Kso here's what I did, for anyone it may help one day... but it kinda shouldn't have to be like this. *shrug*

begin onadd CraigBooneREF	if getisid PhalanxPinkArmorPowerBrotherhoodOfSteelT51B		if showonce == 0			set showonce to 1			showmessage PhalanxBoonePinkHellNoMSG			clearownership			dropme		else			set showonce to 0;do nothing		endif	elseif CraigBooneREF.PATraining; do nothing	elseif PhalanxCompatibilityQUEST.PCPowerArmor		showmessage PhalanxTeachPA		set CraigBooneREF.PATraining to 1	else		showmessage PhalanxNoTeachPABoone		clearownership		dropme	endifend

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Tamara Dost
 
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Post » Thu Oct 22, 2009 5:54 am

ShowMessage will cause it to cycle through even on a do-once type of block for button presses. Otherwise you'd just drop out without your input doing anything.
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Crystal Birch
 
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Post » Thu Oct 22, 2009 11:33 am

ShowMessage will cause it to cycle through even on a do-once type of block for button presses. Otherwise you'd just drop out without your input doing anything.


hmmmmmm!!!!!!!!!!!!!!!!!!!!!
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A Dardzz
 
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Post » Thu Oct 22, 2009 5:19 am

TarrantREF.HasPerk JuryRigging
PerkRank >> 9001

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Emma
 
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Post » Thu Oct 22, 2009 5:26 am

I have found that if you put ShowMessage in an OnActivate block without conditionals, it will drop right out. I have a couple scripts that show the message in that block, then get the key press in the GameMode block. In the GameMode block of course, you always have to use strict flow control so it's probably good practice to do it anyway.
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Ellie English
 
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