Basics, opening a box or door

Sethric

Active Member
Hi, I'm new to the eq2 scene and I'm trying to get used to all the syntax.
I have a (i guess) simple project to help me get started using.
I have a Moving Crate and I want to try accessing the menu.
I've been reading up on accessing menus, and it looks pretty straightforward, but, I'm having trouble finding directions on how to actually OPEN a menu on a non-targettable actor.
Ok, thanks in advance for any advice or push in the right direction other than the main wiki page haha.
 

pr517

Active Member
When you say "open a menu" do you mean what one sees if right clicking on something (move, hail, buy, etc.) or do you mean the window that can appear when left clicking something?
 

Valerian

ISX Specialist
There isn't really a way to interact with the menu, but you CAN interact with the menu OPTIONS without clicking, by using a command normally reserved for the UI.

IRC said:
<+Kannkor> You need to do something like.. EQ2Execute "/apply_verb ${Actor[name_or_type].ID} Exact Right Click Option"
for example:
Code:
eq2execute "/apply_verb ${Actor[moving chest].ID} Open"
Remember though, the "verb" is case sensitive, and must match the context menu exactly. Crashes have been known to occur if you apply a non-existent verb.
 

Sethric

Active Member
It doesn't look that hard to figgure out how to choose menu options, I think i'm up to that, there's plenty of scripts with examples for that.
I'm having trouble actually opening things that aren't targettable and GETTING to menus or activating the actor.
My specific goal is to move my moving crate around the house. I know step 1 will be to open it's menu with a right click.

Thanks for taking the time to help with advice!
 

Kannkor

Ogre
It doesn't look that hard to figgure out how to choose menu options, I think i'm up to that, there's plenty of scripts with examples for that.
I'm having trouble actually opening things that aren't targettable and GETTING to menus or activating the actor.
My specific goal is to move my moving crate around the house. I know step 1 will be to open it's menu with a right click.

Thanks for taking the time to help with advice!
So are you having issues or not? And if you are having issues what are you having issues with?

Keep in mind I've never moved a moving crate.. but if it's as easy as clicking on it then use Actor and :LeftClick if memory serves me...
 

Valerian

ISX Specialist
Wait. You're wanting to automate the moving of a house item... Are you going to write an interior decorator script or something?
 

pr517

Active Member
I know step 1 will be to open it's menu with a right click.
Okay, so you want to access the menu that appears when you right click on something. Though, it seems you missed what Valerian was saying. You don't script the right click itself, you just execute the verb on the right-click menu (known as the context menu.) Stop thinking like a human and think like a script!

Maybe this will clarify it. If a human would right click on something and choose Move, then a script simply does "eq2execute apply_verb ${ActorID} Move" instead. The highlighted parts are equal.

Of course, it requires knowing the ID in the first place. If you need to figure out the ID of an actor that you cannot tab target, hover your mouse over the actor in-game. Go to the console and "echo ${Me.CursorActor.ID}". Then you can investigate further details of that actor by whatever the return value was i.e.: ${Actor[id,12345].Name}, ${Actor[id,12345].X}, etc. The "${Me.CursorActor}" returns the actor object over which your mouse cursor is currently hovering.
 

Kannkor

Ogre
Go to the console and "echo ${Me.CursorActor.ID}". Then you can investigate further details of that actor by whatever the return value was i.e.: ${Actor[id,12345].Name}, ${Actor[id,12345].X}, etc. The "${Me.CursorActor}" returns the actor object over which your mouse cursor is currently hovering.
To add.. CusorActor is an actor - So there isn't really a need to do it in 2 steps.

Me.CursorActor.X, Me.CursorActor.Name etc etc.
 
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