WidgetInitialised is only called on controls that have enableInitCallback checked in Flash.
Other than that, make sure the class is set correctly in the menu Kismet; Check the function is being called with a `Log().
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Amateur Help - CLIK Button Not Registering...
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iFordMC started a topic Amateur Help - CLIK Button Not Registering...Amateur Help - CLIK Button Not Registering...
Uhgg, Help me!!!
So, For the Main Menu I'm trying to design I used >'fscommand'. I found it after trial and error its just unreliable and uScript gives me more functionality thus more reliability!
Here is my code, whats wrong with it?
Code:class GFxSWFButtons extends GFxMoviePlayer; var GFxClikWidget btnStart; event bool WidgetInitialized(name WidgetName, name WidgetPath, GFxObject Widget) { // Determine which widget is being initialized and handle it accordingly switch(WidgetName) { case 'btnStart': // Save reference to the label that displays the message to the player btnStart = GFxCLIKWidget(Widget); btnStart.AddEventListener('CLIK_Press', startGame); break; default: // Pass on if not a widget we are looking for return Super.WidgetInitialized(WidgetName, WidgetPath, Widget); } return false; } function startGame(EventData data) { // Only on left mouse button if(data.mouseIndex == 0) { ConsoleCommand("open DM-DECK"); } } defaultproperties { WidgetBindings.Add((WidgetName="btnStart",WidgetClass=class'GFxClikWidget')) }
I'll be here all night so if you need any more info tell me, any help is appreciated!Tags: None
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