So you can't just make a bitmap animate by itself, you need shaders or a switch of widget? I guess I might make a wall with an animated shader on it in the bsp, haven't decided yet.
I think I understood you there, and tried it out. The only problem is when you go to the other one the level that was selected is lost (the left hand side showing the level pic and description is the extended description widget of the list down the right hand side). This was why I was trying to get all 10 list items to do a "replace self with widget" because that way seems to retain selection. If I could call a script that made them all do a "replace self with widget" that might fix it.
I've never done anything with conditional widgets, can you actually make it load a conditional widget based on the outcome of a script? If so I might be able to use it somewhere, I doubt it's the solution to multipule campaigns though.
I read somewhere recently (probablly in the CMT tagspace debate) that using Tool Pro can cause instabillity in-game, if that doesn't happen with UI maps though I'll probablly end up using tool pro later in the process.
Do you know of any good tutorials for screwing with font tags, because I just had a look and tried to change something to no effect.







Bookmarks