swinka6666 Posted February 26, 2016 Share Posted February 26, 2016 (edited) You must enter a post. Edited April 27, 2016 by swinka6666 Link to comment Share on other sites More sharing options...
DarkAnsem Posted February 26, 2016 Share Posted February 26, 2016 you are a genius. there is a mod now. Link to comment Share on other sites More sharing options...
swinka6666 Posted February 26, 2016 Author Share Posted February 26, 2016 (edited) Edited April 27, 2016 by swinka6666 Link to comment Share on other sites More sharing options...
swinka6666 Posted March 7, 2016 Author Share Posted March 7, 2016 (edited) You must enter a post. Edited April 27, 2016 by swinka6666 Link to comment Share on other sites More sharing options...
swinka6666 Posted March 8, 2016 Author Share Posted March 8, 2016 (edited) You must enter a post. Edited April 27, 2016 by swinka6666 Link to comment Share on other sites More sharing options...
Amineri Posted March 8, 2016 Share Posted March 8, 2016 The lack of multidimensional array support in Unrealscript is a bit annoying, I agree.The "official" workaround to that, as I understand it, is to embed the inner array inside a struct, and then make the outer array an array of that struct. struct MyInnerArray { var array<UIIcon> inner; }; var array<MyInnerArray> My2DArray; function Foo() { local MyInnerArray InnerArray; local Bar UIIcon; My2DArray.AddItem(InnerArray); .... My2DArray[i].inner[j] = Bar; } Link to comment Share on other sites More sharing options...
Superd22 Posted March 8, 2016 Share Posted March 8, 2016 (edited) Having fiddled around with the U.I i think there might be a way. Possibly only involving listeners so we don't break anything (i love not breaking things)But i'm right in the middle of mid-terms right now, so i won't be able to work on it for a week.For your spawning problem, the first parameter in InitButton (or any InitPannel function) is the panel name. For example Button = Spawn(class'UIButton'); Button.InitButton('FirstAbility'); Will create a Button named "FirstAbility", There's a helper function to get a child panel by name, which you can then remove.On a side note, as Amineri stated, you can use struts to create a fake multidimensionnal array: struct aSoldierAbilities { var array<UIButton> Perks; }; var array<aSoldierAbilities> Soldiers; function DisplayPerkOfSoldier(int CurrentSoldierIndex) { Foreach Soldiers(Soldier, i) { if(i == CurrentSoldierIndex) foreach Soldier.Perks(Perk) { Perk.Show(); } else foreach Soldier.Perks(Perk) { Perk.Hide(); } } } Something like that would work (missing declarations of local vars for readability) Edited March 8, 2016 by Superd22 Link to comment Share on other sites More sharing options...
swinka6666 Posted March 9, 2016 Author Share Posted March 9, 2016 (edited) You must enter a post. Edited April 27, 2016 by swinka6666 Link to comment Share on other sites More sharing options...
Superd22 Posted March 9, 2016 Share Posted March 9, 2016 (edited) var UIPanel AnyPanel; // This will spawn the icon on your pannel and call it "MyIconName" (works on UIScreen too since UIScreen extends UIPanel) icon = Spawn(class'UIIcon', AnyPanel).InitIcon('MyIconName',, false, false, IconSize); [...] // This will return Icon by reference. IconRef = AnyPanel.GetChild('MyIconName'); That's how name works :smile:And by "Possibly only involving listeners so we don't break anything" i meant i think we could actually extend the bottom AbilityBar rather than having to create a new one on the side :smile: Edited March 9, 2016 by Superd22 Link to comment Share on other sites More sharing options...
swinka6666 Posted March 9, 2016 Author Share Posted March 9, 2016 (edited) You must enter a post. Edited April 27, 2016 by swinka6666 Link to comment Share on other sites More sharing options...
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