UDK Kismet event using trigger used - triggers

i was trying to show an announcement in UDK using Unreal Kismet. I put the event "trigger used" (selecting my trigger) and when i press E i put an announcement which it has a text on it. The problem is that when i get close to my trigger and i press E(by default is E in UDK for the command "used) nothing happens!
Things to consider:
Aim to Interact is off.
Max trigger count is 0 (which is infinite)
The announcement has a text.
I have looking for an answer and i dont get what is wrong with my trigger. If someone could help please. Thanks!

Some game types don't show announcements.
I think that for sure UTGame does. So go to View>WorldInfo and check what game mode you are in.
Usually we make our own custom game types.

Related

Plotly Dash - Callback triggers sometimes & the same callback doesnt trigger sometime

I am facing issue with callbacks. I have 3 drop downs, one scattermap , one table and one slider on the screen and they all need to work in tandem and i have 5 call backs. When i execute the application all my callbacks associated with these controls execute in random order. After that when i click on scattermap it may or may not work. Say we assume it worked. Then i can navigate all around without any hassle. Then if i execute the application then click on the scattermap then as i mentioned it may or may not work. Say suppose it didn't work this time. If so is the case it will not work at all no matter what i do and simulaneously one specific dropdown also becomes dysfunctional. However if click any of the other two drop downs then evrything will start functioning as normal.
I have digged really deep into this and figured out that this has nothing to do with my code. The underlying issue is that when the click doesn't work the reason the reason behind that is the callback isn't getting triggered. I found out this by applying some debugging techniques and i am 100% sure the callback is not firing. Can anyone help me resolve/understand this please.

Inner Workings of Unity3d's GUI.Button

I'm still pretty new to scripting in Unity3D, and I'm following along with a tutorial that uses GUI.Button() to draw a button on the screen.
I am intrigued by how this function works. Looking through the documentation, the proper use of GUI.Button is to invoke the function in an if statement and put the code to be called when the button is pushed within the if statement's block.
What I want to know is, how does Unity3D "magically" delay the code in the if statement until after the button is clicked? If it was being passed in as a callback function or something, then I could understand what was going on. Perhaps Unity is using continuations under the hood to delay the execution of the code, but then I feel like it would cause code after the if statement to be executed multiple times. I just like to understand how my code is working, and this particular function continues to remain "magical" to me.
I don't know if it's the right term, but I usually refer to such system as immediate mode GUI.
how does Unity3D "magically" delay the code in the if statement until
after the button is clicked?
GUI.Button simply returns true if a click event happened inside the button bounds during last frame. Basically calling that function you are polling: every frame for every button asking the engine if an event which regards that button (screen area) is happened.
If it was being passed in as a callback function or something, then I
could understand what was going on
You are probably used to an MVC like pattern, where you pass a controller delegate that's called when an UI event is raised from the view. This is something really different.
Perhaps Unity is using continuations under the hood to delay the
execution of the code, but then I feel like it would cause code after
the if statement to be executed multiple times.
No. The function simply returns immediately and return true only if an event happened. If returns false the code after the if won't be executed at all.
Side notes:
That kind of system is hard to maintain, especially for complex structured GUI.
It has really serious performance implications (memory allocation, 1 drawcall for UI element)
Unless you are writing an editor extension or custom inspector code, I'd stay away from it. If you want to build a menu implement your own system or use an external plugin (there are several good ones NGUI, EZGUI,..).
Unity has already announced a new integrated UI System, it should be released soon.
Good question. The unity3d gui goes through several event phases, or in the documentation
Events correspond to user input (key presses, mouse actions), or are UnityGUI layout or rendering events.
For each event OnGUI is called in the scripts; so OnGUI is potentially called multiple times per frame. Event.current corresponds to "current" event inside OnGUI call."
In OnGUI you can find out which event is currently happening with >Event.current
The following events are processed link:
Types of UnityGUI input and processing events.
-MouseDown
-MouseUp,mouse button was released
-MouseMove,Mouse was moved (editor views only)
-MouseDrag,Mouse was dragged
-KeyDown, A keyboard key was pressed
-KeyUp A keyboard key was released.
-ScrollWheel The scroll wheel was moved.
-Repaint A repaint event. One is sent every frame.
-Layout A layout event.
-DragUpdated Editor only: drag & drop operation updated.
-DragPerform Editor only: drag & drop operation performed.
-DragExited Editor only: drag & drop operation exited.
-Ignore Event should be ignored.
-Used Already processed event.
-ValidateCommand Validates a special command (e.g. copy & paste).
-ExecuteCommand Execute a special command (eg. copy & paste).
-ContextClick User has right-clicked (or control-clicked on the mac).
Unity GUI has much improved lately and is quite usefull if you want to handle things programmatically. If you want to handle things visually, i recommend looking at the plugins heisenbug refers to.
If you decide to use unity gui, i recommend using only one object with ongui, and let this object handle all your gui.

are there DOM events for controller presses on the PS3?

I want to develop a site which is easy to use from a Playstation 3 PS3 game console web browser. I thought it would be good to make screen actions on button presses on the console.
I can find no information on how to do this after quite a bit of searching.
Any info or links highly appreciated!
Why not write a function that displays a message for every "keystroke" and you'll see what values they represent:
$(document).keypress(function(event) {
alert(event.which);
});
Then you can use the number you get from this test and create some logic based on that.
Like this perhaps:
if(event.which == 13) {
// display cool menu maybe?
}
From what I've tested so far, the left stick generates mouse events, left pad with arrows generates keyboard events corresponding to arrows, while the right stick generates a mouseevent but unfortunately it does not move the mouse, but rather scrolls the window.
I do not know how to detect in which direction the stick is pushed (unless the cursor actually moved or the background scrolled, in which cases it is quite trivial).
Check: http://vanisoft.pl/~lopuszanski/public/ps3/

Providing un-intrusive messages on an iPhone

This is kind of a silly question, but I cannot find the answer as I don't know the terms with which to search for it.
I am looking for a simple way of giving a 'status' message like 'Data updated' to the user without necessarily interrupting what he/she is doing (but have a option I guess in some instances to tab it an perform an action).
For example; some Apps give a rounded square semi-transparent with 'Lock screen/rotation' when an iPhone is rotated, I am look for something similar (or like the square box 'Build Complete in Xcode 4').
Is there an easy way of doing this?
Thanks a million in advance!
https://github.com/myell0w/MTStatusBarOverlay
MTStatusBarOverlay adds very subtle text to the phone's status bar. If you're looking for something a little more noticiable, try:
https://github.com/jdg/MBProgressHUD
As #kubi has pointed out, MTStatusBarOverlay is a good one, and I've passed Apple reviewer inspection with it. However I just found something that looks fraking awesome...
Tweetbot-Like Alert Panels (Blog), and the repository is MKInfoPanelDemo at Github.
Create a view that shows your message nicely, add it to the window, and start a UIView animation which makes it fade away. In the animation ended handler (delegate or block) remove the view.

Record the timestamps of slide changes during a live Powerpoint presentation?

I am planning to implement a lecture capture solution. One of the requirements is to record both the presenter and the slideshow. The presenter is recorded with a videocamera obviously, and the slideshow will probably be captured using a tool like Camtasia.
Now during playback three components are visible: the presenter, the slides and a table of contents. Clicking a chapter title in the TOC causes the video to navigate to the corresponding section. This means that a mapping must be made between chapter titles and their timestamps in the video.
Usually a change of topic is accompanied with a slide change in the Powerpoint presentation. So the timestamps could be deduced from the slidechanges. However, this requires me to detect slide changes during the live presentation. And I don't know how to do that.
Anyone here knows how to do detect slide changes? Is there a Powerpoint API where I can connect event handlers or something like that? I'd greatly appreciate your help!
Edit
This issue is no longer relevant for my current work so this question will not be updated by me. However, you are still free to help others by posting your answers/insights here.
Here's some code that will get you most of the way there.
First, in PowerPoint VBE, create a class, call it clsPPTEvents. Put the following inside:
Public WithEvents PPTEvent As Application
Private Sub PPTEvent_SlideShowNextSlide(ByVal Wn As SlideShowWindow)
MsgBox "Position: " & Wn.View.CurrentShowPosition & ", Time: " & Time
End Sub
Then create a module, call it anything, and put the following inside:
Public newPPTEvents As New clsPPTEvents
Sub StartEvents()
Set newPPTEvents.PPTEvent = Application
End Sub
Sub EndEvents()
Set newPPTEvents.PPTEvent = Nothing
End Sub
By then running the StartEvents sub, you can go into presentation mode and on every slide change, the slide number (position) and current time of the change will be displayed in a message box. You can use these (or other) variables to write to a file. Upon exiting the running slide show, you can then run EndEvents to stop the API hook.
It would be elegant to detect the slide changes, but wouldn't it be more practical to have the presenter to type a hotkey whenever there is a topic change? Or anything similar, but cooperating with the presenter, since he knows best when the topic changes.
Sorry not to provide an elegant answer.