Making mousepointer appear in NotifyWindow

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2COOL4-U

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Mar 17, 2001
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I am working on a UserInterface for my mod, and I spawn a NotifyWindow in the rootwindow's created() function. That's fine and the NotifyWindow appears, but the MousePointer does not. Anyone who knows how to solve this?

Thanks in advance
 

2COOL4-U

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Dunno what you meant but I found it out, I placed the creation of the NotifyWindow before Super.Created(); I now placed it after it. Now the console doesn't appear :/
 

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cannon fodder
Dec 4, 2001
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hey, sorry... that previous post of mine didn't make any sense.
what I meant to say was how is it possible to get a subclass of UWindowRootWindow into the game? where can you control the creation of the root window. I haven't found that it's possible to alter the root window from a GameInfo subclass...
 

2COOL4-U

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What you need is a custom console, which points to your root window, then you'll need a custom ini file which points to the Console

Console Code:
Code:
//=============================================================================
// YourConsole 
//=============================================================================
//
//
//
//=============================================================================
//
// (c) 2001 DefenceAlliance team
// Made by Jeroen "2COOL4-U" de Haas
//=============================================================================

class YourConsole extends UTConsole;


defaultproperties
{
	RootWindow="Rootwindowtest.YourRootWindow"
}
then extend the UMenuRootWindow
Code:
//=============================================================================
// YourRootWindow 
//=============================================================================
//
//
//
//=============================================================================
//
// (c) 2001 DefenceAlliance team
// Made by Jeroen "2COOL4-U" de Haas
//=============================================================================

class YourRootWindow extends UMenuRootWindow;

Then open your unrealtournament.ini file and modify this line
Code:
[Engine.Engine]
(...)
Console=UTMenu.UTConsole
(...)
So that it points to your Console in this case Rootwindowtest.YourConsole.

Have fun ;)
 

2COOL4-U

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Take a look at CSHP's released source get it here

basicly they just change it using
Code:
zzMyPlayer.Player.Console = c;
zzMyPlayer is a PlayerPawn

Good luck!

[EDIT]C of course contains the new Console
 

2COOL4-U

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I can imagine you don't want the Public to change thier ini file before they can play your mod.

One thing you can do to solve this problem is save the ini file to another file like MyMod.ini

And then start UnrealTournament with the following command line:
Code:
UnrealTournament.exe UT-Logo-Map INI=MyMod.ini

You can optionally include a custom User.ini so changing the controls in your game will not change them for the other mods, and you can have your own log. So it could look a like this
Code:
UnrealTournament.exe UT-Logo-Map.unr INI=MyMod.ini USERINI=MyModUser.ini LOG=MyMod.log

"Why do you type UT-Logo-Map.unr in the beginning of the command line," you might ask.
Otherwise UT will use your ini file but will also try to connect to unreal://INI=MyMod.ini ;). You don't want this, otherwise people see connection failed on their screen. So be sure to always type the entry map first.

Hope this will help
 

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cannon fodder
Dec 4, 2001
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dwmade.stormpages.com
hey 2COOL4-U, thanks for all the pointers.
getting the console to work is giving me nightmares, so I've given up and have just changed the console in the ini file. I've tried referencing the console by getting to the root window and altering the console variable there, but that only seems to mess things up... aaargh :mad:! hey, if you get it to work ( somehow ) , well, if anybody gets it to work, please let me know.