Assigning functions to event triggers at runtime (javascript)

Does anyone know how to do this in javascript? I am using Unity 4.6 and no I can’t upgrade to 5.

Basically this is what I have, and I don’t get errors, but my function doesn’t fire. The entry does get added at runtime since I see the Select event in the inspector. However, the function doesn’t appear in the inspector. I tried this using c# and works, but that doesn’t appear in the inspector either. I don’t care if it appears or not in the inspector, I just want the function to fire.

function Start ()
{
     var trigger : EventTrigger = gameObject.GetComponent (EventTrigger);
     var entry : EventTrigger.Entry = EventTrigger.Entry();
     entry.eventID = EventTriggerType.Select;
     entry.callback = EventTrigger.TriggerEvent ();
     var l_callback : UnityEngine.Events.UnityAction.<UnityEventBase> = UnityEngine.Events.UnityAction.<UnityEventBase>(OnSelectOption);
     entry.callback.AddListener(function (){l_callback;});
     trigger.delegates.Add (entry);
}

public function OnSelectOption (baseEvent:UnityEventBase)
{
     Debug.Log ("Hello World");
}

I believe “entry.callback.AddListener(function (){l_callback;});” is not correct and l_callback is not assigned as a listener. So the syntax for this line is what I am having an issue with. I usually code in c#, but due to the project I am working on being all in javascript, it has to be in javascript (e.g) first pass methodology won’t work since I need cross communication between scripts and assets.

I figured it out I’ll post a solution later today.

We wait…The day.