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New Main Menu

PostPosted: Tue Sep 11, 12 11:33 am
by SimonDenton
Hey guys,

I am making a custom main menu for my total conversion but I have a problem: The main menu does show SOME changing properties but not in the menus that it is meant to invoke. Menu main has:

Code: Select all
buttonDefaults(6)(Y=229,Action=1,Invoke=Class'CreditsWindow',Key=""),
    buttonDefaults(7)=(Y=265,Action=2,Invoke=None,Key=""),
    buttonDefaults(8)(Y=301,Action=1,Invoke=Class'menumpmain',Key=""),


And I simply did:

Code: Select all
  buttonDefaults(6)=(Y=229,Action=1,Invoke=Class'SummerCreditsWindow',Key=""),
    buttonDefaults(7)=(Y=265,Action=2,Invoke=None,Key=""),
    buttonDefaults(8)=(Y=301,Action=1,Invoke=Class'Summermenumpmain',Key=""),


Both TNM and Burden of 80 Proof contain stuff like:
Code: Select all
buttonDefaults(5)=Á


How can invoking a class not work and what's the point of using that A character? I replaced Title = "Welcome to Summer 101" which works but this...can you help me out please?

Thanks in advance!

PostPosted: Tue Sep 11, 12 6:16 pm
by Poor
The problem is that the enum values for Action were not extracted correctly. Action is supposed to contain an enum value from EMenuActions from the MenuUIWindow class.

Code: Select all
enum EMenuActions
{
   MA_Menu,
   MA_MenuScreen,
   MA_Previous,
   MA_NewGame,
   MA_Training,
   MA_Intro,
   MA_Quit,
   MA_Custom
};


So Action=2 should be Action=MA_Previous.

The Á thing is another extraction problem.

PostPosted: Tue Sep 11, 12 11:02 pm
by SimonDenton
Thanks Poor! I'll look into that!

PostPosted: Wed Sep 19, 12 6:03 pm
by bambi
yea, those values always get screwed by wotgreal, so I have to extract from unrealed

PostPosted: Wed Oct 10, 12 2:43 am
by SimonDenton
Could you paste that code from UED here please? :D