btw do you know by chance why my WolvenKit (7.2.0 but earlier too) have trouble importing SWF for panel_worldmap.redswf (map gets all messed up in game) only for this file and only in next-gen have you encountered this for your SGUI mod?
As for the import issue, me and some other modders were having difficulties with it as well when we were making the community patch map mod. Its very delicate and changes can very easily mess with it
In SGUI I was only changing the header fps so its not too much of an edit but something I always do as a practice is export the swf file as a .gfx (Make sure the extension in the browser is empty as well) since Noodles taught me its more stable. Not sure if you also do that but could be worth a try
8 comments
original:
public function startCrafting() : void
{
if(this.mcCraftingProgress)
{
if(this._canCraftItem)
{
this.mcCraftingProgress.gotoAndPlay("start");
dispatchEvent(new GameEvent(GameEvent.CALL,"OnStartCrafting"));
}
else
{
this.mcCraftingProgress.gotoAndPlay("CannotCraft");
dispatchEvent(new GameEvent(GameEvent.CALL,"OnCraftItem",[this.selectedItemTag]));
}
}
}
modded:
public function startCrafting() : void
{
if(this.mcCraftingProgress)
{
dispatchEvent(new GameEvent(GameEvent.CALL,"OnCraftItem",[this.selectedItemTag]));
}
}
but changes should be done in P-code
only for this file and only in next-gen
have you encountered this for your SGUI mod?
As for the import issue, me and some other modders were having difficulties with it as well when we were making the community patch map mod. Its very delicate and changes can very easily mess with it
In SGUI I was only changing the header fps so its not too much of an edit but something I always do as a practice is export the swf file as a .gfx (Make sure the extension in the browser is empty as well) since Noodles taught me its more stable. Not sure if you also do that but could be worth a try