Second one , and wich it's not about the communication of action script and unreal , it's that when i call functions from the UnrealScript class of the inventory system i get an error when i compile that function " whatever " it'sa bad expression or command for example
well this is the code of it.
Code:
class GFxInventorySystem extends GFxMoviePlayer;
var string itemcheck;
function ActionSCriptCall()
{
ActionScriptVoid("InventoryItemAdder") ;
}
function ASExternalCall()
{
}
//Called when the UI is opened to start the movie
function bool Start(optional bool StartPaused = false)
{
setitemcheck();
//ASExternalCall();
// Start playing the movie
super.Start();
// Initialize all objects in the movie
Advance(0);
return true;
}
function setitemcheck()
{
itemcheck="hello";
}
defaultproperties
{
// The imported SWF to use
MovieInfo=SwfMovie'UDNHud.MyInventory'
bDisplayWithHudOff=TRUE
TimingMode=TM_Real
bPauseGameWhileActive=TRUE
bCaptureInput=true
}
So if for example i place WorldInfo.Game.Broadcast(self,'whatever') , I get an error telling me that it's a bad command or expression , i don't understand why , on other calsses it works ,
also i want to call a self made function placed in the UTInventoryManager , on my Inventory unrealscript class
Code:
function bool HandlePickupQuery(class<Inventory> ItemClass, Actor Pickup)
{
WorldInfo.Game.Broadcast(self,ItemClass);
WorldInfo.Game.Broadcast(self,Pickup);
return TRUE;
}
but as well as the Broadcast one it doesen't work , is it impossible or something? how should i?
i almost tried everything for the exposed problems , but i can't get it to work , i read all the documentation , but it wasn't enough to get my Inventory communicated with the unrealScript help please .
i can't wait to see that when im picking an item , an icon gets added
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