Note: this is for the offline on-your-computer version of quest, so this may not apply to the Online (or Gamebook) version.
1. I'm not sure if this is correct, but your use of "CreateExit" script occurs~happens during the actual game play, whereas, the pull-down feature is for the GUI~Editor (game creation ~ non-game play), so that's why the "CreateExit" script doesn't cause it show up in the GUI~Editor pull down feature.
the GUI~Editor's TABS (for example: Player -> whatever Tabs ~ Verb Tab ~ Attribute Tab ~ Object Tab) can be created, altered, and~or set up in code via "tabs" scripting (those tabs are a big part of the ease of the Editor and for some things they're better~faster to do stuff than even coding is), but it's a bit confusing, so you may not want to mess (look at) with this right now, but here's some links on it:
http://quest5.net/wiki/Using_Types_and_Tabs_(Advanced)
http://quest5.net/wiki/More_on_Tabs_(Advanced)
P.S.
your other thread also had this come up in it too:
http://quest5.net/wiki/Typeshttp://quest5.net/wiki/Using_Typeshttp://quest5.net/wiki/Using_inherited_typesIn the GUI~Editor, on the left pane ("tree of stuff"), you click on the "Advanced" to show it, and then to create a "Type".
Object Type = "Type" = Inherited attribute
and then to add it to an object (for example):
player -> Attributes (Tab) -> Inherited Attributes -> scroll down to the very bottom for newly made "Types" (Object Types)
basically, it's making "a group, of attributes" which can be added to an object
for an example:
<object name="player">
<inherit name="editor_object" /> // this is one of quest's core code Object Types
<inherit name="defaultplayer" /> // this is one of quest's core code Object Types
<inherit name="character_type" /> // this is our new~created Object Type, providing the player with "0 strength", "0 endurance", and "0 dexterity" int (integer) attributes
<strength type="int">100</strength> // this will override the "character_type" Object Type's 0 strength attribute value, giving the player a 100 strength int attribute value instead.
</object>
<object name="orc_monster">
<inherit name="editor_object" /> // this is one of quest's core code Object Types
<inherit name="character_type" /> // this is our new~created Object Type, providing the orc with "strength", "endurance", and "dexterity" attributes
</object>
<type name="character_type">
<strength type="int">0</strength>
<endurance type="int">0</endurance>
<dexterity type="int">0</dexterity>
</type>
--------
2. in code... sorry again...
the "quest coding bible" links:
http://quest5.net/wiki/Category:All_Fun ... t_Commands (page 1, range: A-S)
http://quest5.net/w/index.php?title=Cat ... h#mw-pages (page 2, range: S-Z)
so check out the "M" category (or jsut use these direct links):
http://quest5.net/wiki/MakeExitInvisiblehttp://quest5.net/wiki/MakeExitVisiblehttp://quest5.net/wiki/MakeObjectInvisiblehttp://quest5.net/wiki/MakeObjectVisiblein the GUI (or via code too):
http://quest5.net/wiki/Interacting_with_objects (scroll down to "scenery")
http://quest5.net/wiki/Scenery----------
3. (in the GUI~Editor), I think...
room_name -> Verbs (Tab) -> Description -> As a Script (the pull down box choice) ->
In Code (as I don't know how to do it precisely in the GUI)...
// this script below will display the look~lookat description ONLY if the exit isn't visable, if it is visable, then nothing happens, no description gets displayed.
if (exit_name.visable=false) {
do_or_invoke (this.look_or_lookat)
}