registerInputEvent("fxDTSBrick", "onDay", "Self fxDTSBrick");
post the onDay function.odds are something is buggering up in there.
However, you need to determine what "Self" is through some variable whenever you process the input.Try testing it through named bricks.
only triggers events that target a named brick.
This is because your fxDTSBrick::onDay function is flawed or missing. Could we see it?
Didn't even have one. Maybe that's the problem.
function fxDTSBrick::onDay(%obj, %miniGame){ $InputTarget_["Self"] = %obj; if(isObject(%miniGame)) { $InputTarget_["MiniGame"] = %miniGame; } else { $InputTarget_["MiniGame"] = 0; } %obj.processInputEvent("OnDay"); // removed ', %client'}
Use this:Code: [Select]function fxDTSBrick::onDay(%obj, %miniGame){ $InputTarget_["Self"] = %obj; if(isObject(%miniGame)) { $InputTarget_["MiniGame"] = %miniGame; } else { $InputTarget_["MiniGame"] = 0; } %obj.processInputEvent("OnDay", %client);}You always need a function for an input event to set up the event targets.
function fxDTSBrick::onDay(%obj, %miniGame){ $InputTarget_["Self"] = %obj; if(isObject(%miniGame)) { $InputTarget_["MiniGame"] = %miniGame; } else { $InputTarget_["MiniGame"] = 0; } %obj.processInputEvent("OnDay", %client);}
I'm pretty sure that %client variable is required for it to work right..
He's making an event which would be triggered by the server. There is no client present in this system.
Obviously. What I was saying though was that I thought a client was required for the event to be called.