How would I then get the selectedObjective to be set when a button in the other list is pressed? I use a script that sets the objective/hints menu according to the selectedObjective and data related to it in the hints boolean variable string (object…
It should get the value from TimerValue. It is set via script after player sets the options toggle value. So if player selects 15 secs the TimerValue gets 60 - 15 as a starting value for new timer start.
But I think a hint system within the objectives would be a great addition. My own idea would be a list with boolean info of is the hint already visible for the player.
I actually solved the problem by having another variable that contains the start value of the timer, so I can set it to start earlier or later accordingly.
I'm having trouble to get this menu to work.
Here's pics:
https://imgur.com/a/3qaPONl
For some reason the ActionList is not run when the objective button is clicked.
I had another idea like this:
https://imgur.com/a/Qs3QR91
The plus button would be only visible if there are hints to be shown and hint timer has given another available hint. The hint labels would be visible if they are given via the plus button.
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What does this InventoryBox actually contain? Is it just a list of objectives listed as in
case AC_InventoryBoxType.Objectives: ?
I think that creating a custom component would be a better long term solution...