Yeah, that's what I'm trying to do, but I'm not particularly sure myself. At the moment I've managed to place the buttons onto the screen where I want them, but clicking them does nothing. It appears they are only text.
Here is what I mean:
http://i22.photobucket.com/albums/b341/Higgie123/character_screen.jpg)
The buttons are where I want them to be, but they don't work. I'm eventually gonna move the name of the character to where the colour block is, as that won't be used.
Also, this is the code from character.menu for my Jedi Species button:
//----------------------------------------------------------------------------------------------
// SPECIES BUTTON - Jedi
//----------------------------------------------------------------------------------------------
itemDef
{
name jedi
group none
type ITEM_TYPE_BUTTON
style WINDOW_STYLE_EMPTY
rect 30 88 140 24
forecolor .549 .854 1 1
text @MENUS_JEDI
textalign ITEM_ALIGN_LEFT
textalignx 65
textaligny -1
font 3
textscale 1
visible 1
decoration
}
itemDef
{
name jedibut_glow
group none
style WINDOW_STYLE_SHADER
rect 176 92 150 16
background "gfx/menus/menu_buttonback"
forecolor 1 1 1 1
visible 0
decoration
}
itemDef
{
name jedibut
group none
text " "
descText @MENUS_CHOOSE_JEDI
type ITEM_TYPE_MULTI //Originally ITEM_TYPE_MULTI
style WINDOW_STYLE_EMPTY
rect 176 92 150 16
font 2
textscale .9
textaligny -5
textalign ITEM_ALIGN_LEFT
textstyle 1
textalignx 50
backcolor 0 0 0 0
forecolor .615 .615 .956 1
feeder 16 //FEEDER_PLAYER_SPECIES
cvar "ui_char_model"
cvarStrList feeder
visible 1
mouseEnter
{
show jedibut_glow
}
mouseExit
{
hide jedibut_glow
}
action
{
play "sound/interface/button1.wav"
uiScript "characterchanged"
uiScript "resetcharacterlistboxes"
}
}
Could you take a look and see if you can spot anything?
I'm also not sure why there is two character names...