sp00n
Prince
- Joined
- Jan 4, 2007
- Messages
- 371
// Edit
Ok, I don't really need this anymore, I can move the entire initialization to the UI lua just as well. Should have thought of that earlier. I'll still leave the original text in, maybe someone can use the functionality.
Is there any way to access the InterfaceModeTypes variable from lua scripts in the <GameplayScripts> context?
In the game code I see them only being used in UI scripts, so instead of using the provided variables, I have to use the integer numbers right now. And I suspect these values may change with any patch.
Example:
Ok, I don't really need this anymore, I can move the entire initialization to the UI lua just as well. Should have thought of that earlier. I'll still leave the original text in, maybe someone can use the functionality.
Is there any way to access the InterfaceModeTypes variable from lua scripts in the <GameplayScripts> context?
In the game code I see them only being used in UI scripts, so instead of using the provided variables, I have to use the integer numbers right now. And I suspect these values may change with any patch.
Example:
Code:
function OnInterfaceModeChanged(oldMode:number, newMode:number)
-- InterfaceModeTypes doesn't seem to be defined outside of UserInterface context, so we need to use the integer value (which may change with a patch)
-- if ( newMode == InterfaceModeTypes.SPY_CHOOSE_MISSION ) then
if ( newMode == 1070742220 ) then
-- Create custom event accessible in UI context
LuaEvents.EspionageChooserOpened();
end
end
function Initialize()
Events.InterfaceModeChanged.Add(OnInterfaceModeChanged);
end
Initialize();
Last edited: