Giving it a test whirl...
But, just in case this is the case for you as well, the folder name for the addon is the same name as the txt file inside right ?
edit:
Are you assuming because the message doesn't appear that you have in AddOnLoaded function it can't be fired ?
If so, that is where you are mistaken. You can't display text on the screen at that point.
Add the following line at the end of your addonloaded function.
EVENT_MANAGER:RegisterForEvent(self.name, EVENT_PLAYER_ACTIVATED, self.OnPlayerActivated)
|
And then do your initialisation after the addon is loaded and the player is on the screen. I am not sure if there is an event between ADD_ON_LOADED and PLAYER_ACTIVATED but I most of my debugging from OnPlayerActivated onwards because of this limitation. And with that event being set up inside addonloaded function you know it is being triggered.
function self.OnPlayerActivated(event)
self.DebugMessageHelper("Player Activated")
end
|