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  1. #41

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    That worked like a charm as far as getting the script to compile! I'm going to hook up the kismet work to see if it actually works when played in PIE or in game from the command line in visual studios.

    Would I do something like what I have above to get the play game button to work or would I have to go another route and have it call Unrealscript externally in order to set up fscommands to play with?

    I'm new to flash development but I'm liking it more and more as I see success when I try different things.

    Thanks for the reply

    Sent from my Galaxy Nexus using Tapatalk

  2. #42
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    can we manage CLIK components not using Adobe Flash Professional somehow?
    does it work with Vectorian Giotto?

  3. #43
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    Gamertag: anointedknight PSN ID: captgrim21

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    Sweet tutorial Donald dude, I'm so happy UDK has such a dedicated developer community XD
    ~NOX~

  4. #44
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    Gamertag: anointedknight PSN ID: captgrim21

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    Alright, so I'm using both flash develop and giotto. So far I got a png mouse working and my menu running when I start my test level.

    My main is issue is that while debugging my button that's supposed to allow me close the menu I noticed how WidgetInitialized is never being called, here is my defaultproperties code where i add the widget

    WidgetBindings.Add((WidgetName = "TestButton", WidgetClass = class'GFxCLIKWidget'))

    I was wondering if anyone has found ways around this, I've also tried the externalinterface route through my flashdevelop code to an unfortunate dead end as well.

    - is there something I can do in flashdevelop or giotto for unrealscript to know that my button is a widget or the fact that I made it a button already mean that it's a widget
    Last edited by NoxRequiem; 09-28-2012 at 01:26 AM. Reason: dumbassery on my part
    ~NOX~

  5. #45
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    Is it a button from the CLIK library? You'll have to manually set in your actionscript the callback flag:
    Code:
    MyWidget.enableInitCallback = true

  6. #46
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    Gamertag: anointedknight PSN ID: captgrim21

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    I'm not sure what you mean, so if my button is name TestButton in action script would i have to be like

    _root.TestButton.enableInitCallback=true; ?
    ~NOX~

  7. #47

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    Hey great looking tutorial! I couldn't find a gui and was just going to go with flash develop, but was fortunate enough to find this tutorial in a google search. I have one question though, why did you use flash develop at all? why didn't you just use the actionscript pane in Giotto to connect it to UDK!? Also have you done anything else with it and UDK?

  8. #48

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    I think you need to get rid of the double parentheses. Try WidgetBindings.Add(WidgetName = "TestButton", WidgetClass = class'GFxCLIKWidget')



    Quote Originally Posted by NoxRequiem View Post
    Alright, so I'm using both flash develop and giotto. So far I got a png mouse working and my menu running when I start my test level.

    My main is issue is that while debugging my button that's supposed to allow me close the menu I noticed how WidgetInitialized is never being called, here is my defaultproperties code where i add the widget

    WidgetBindings.Add((WidgetName = "TestButton", WidgetClass = class'GFxCLIKWidget'))

    I was wondering if anyone has found ways around this, I've also tried the externalinterface route through my flashdevelop code to an unfortunate dead end as well.

    - is there something I can do in flashdevelop or giotto for unrealscript to know that my button is a widget or the fact that I made it a button already mean that it's a widget


 
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