it is instanced from kismet and I have tried all kinds of ignoreKeys and captureInput settings. I will test this with an instanced version but I don't think I am able to load it dynamically (not my code... just working on the scaleform side of things. only have limited ability to change things).
[Edit: I changed the settings in the usual places and the hardcoded method in the FocusManager directly. No change. The actual variable get/setter looks like a native function so I cannot see or alter the code as I don't have c++ access. ]
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[SOLVED hack fix] disableFocusKeys not working and performing irregularly
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Neongho repliedI don-t think it works fine.
Are you instancing the movie from kismet or from unrealscript ?
Instancing from unrealscript may give you some solutions.
Means from the HUD, start a new object wich is your movie, with the New keyword.
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Doublezer0 repliedStill have this problem. Would anyone have had a similar problem?
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[SOLVED hack fix] disableFocusKeys not working and performing irregularly
Hi,
I have setup a keybinding menu and currently the arrow keys (up, down, left, right) are still being used to tab across the menu. I set disableFocusKeys = true; on the FocusManager but it doesn't stop the arrow keys moving around the menu.
When I set disableFocusKeys to false it tabs but only every second menu item.
I have no problem capturing the key events for arrows but disabling the focus keys in this part of the menu is vital to be able to re-bind the arrow keys for left handed gamers.
Any ideas would be appreciated.
[EDIT]
I created a solution for the disableFocusKeys not working.
As I was creating a keybind menu and needed to trap the UP DOWN LEFT RIGHT and HOME INSERT etc keys , I needed to make sure they didn't follow the tab order and switch focus.
I created an internal movieclip that captured the KeyDown. I set the following code to force the clip to become Modal and only focus within the clip itself.
//AS3.0
FocusManager.setModalClip(myKeyBindMC);
AS3.0
FocusManager.setModalClip(undefined);Tags: None
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