displaySetEventHandler – Talk
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Killswitch (talk | contribs) m (Noted loss of display event handler when resuming a saved SP game.) |
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Handler name can be: Char, KeyUp, KeyDown, ChildDestroyed, Unload, and ??? --[[User:Doolittle|Doolittle]] 07:42, 25 January 2008 (CET) | Handler name can be: Char, KeyUp, KeyDown, ChildDestroyed, Unload, and ??? --[[User:Doolittle|Doolittle]] 07:42, 25 January 2008 (CET) | ||
:Nevermind.. :D [[User_Interface_Event_Handlers]] --[[User:Doolittle|Doolittle]] 07:43, 25 January 2008 (CET) | :Nevermind.. :D [[User_Interface_Event_Handlers]] --[[User:Doolittle|Doolittle]] 07:43, 25 January 2008 (CET) | ||
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It seems the display event handler is lost when you resume a saved single player mission. At least, this is true for the "KeyDown" event handler commonly set to the mission display (display id 46). [[User:Killswitch|Killswitch]] 17:42, 5 August 2008 (CEST) |
Latest revision as of 16:42, 5 August 2008
Does anybody know how to remove this displaySetEventHandler when needed ? removeEventHandler seems to be no help with this :-(
- What about this: _control displaySetEventHandler ["KeyDown", ""]? If it works the same way the other EHs work, this should not work ;) Please sign your comments! --raedor 11:15, 11 February 2007 (CET)
- hm. that works. And that means we can have the only EH per display. Not good if we want several scripts with keys hooking.--bdfy
Handler name can be: Char, KeyUp, KeyDown, ChildDestroyed, Unload, and ??? --Doolittle 07:42, 25 January 2008 (CET)
- Nevermind.. :D User_Interface_Event_Handlers --Doolittle 07:43, 25 January 2008 (CET)
It seems the display event handler is lost when you resume a saved single player mission. At least, this is true for the "KeyDown" event handler commonly set to the mission display (display id 46). Killswitch 17:42, 5 August 2008 (CEST)