EVENT PROCESSINPUT: Difference between revisions
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EVENT_PROCESSINPUT is a [[EDuke32_event_list|Game Event]]. | |||
This [[event]] is called when the game processes input from the player. It can be used with [[getinput]] to check for particular button presses. | This [[event]] is called when the game processes input from the player. It can be used with [[getinput]] to check for particular button presses. | ||
This can be used to completely prevent the player from using the mouse or other analogue devices to look around (for in-game cutscenes and such): | |||
<pre> | |||
onevent EVENT_PROCESSINPUT | |||
getinput[THISACTOR].avel turning | |||
getinput[THISACTOR].horz mouselook | |||
ifvarn turning 0 setinput[THISACTOR].avel 0 | |||
ifvarn mouselook 0 setinput[THISACTOR].horz 0 | |||
endevent | |||
</pre> | |||
This example will completely prevent the player from turning around or looking up/down with the mouse. | |||
[[Category:Events]] | [[Category:Events]] | ||
[[Category:Input manipulation]] |
Revision as of 21:21, 24 February 2011
EVENT_PROCESSINPUT is a Game Event.
This event is called when the game processes input from the player. It can be used with getinput to check for particular button presses.
This can be used to completely prevent the player from using the mouse or other analogue devices to look around (for in-game cutscenes and such):
onevent EVENT_PROCESSINPUT getinput[THISACTOR].avel turning getinput[THISACTOR].horz mouselook ifvarn turning 0 setinput[THISACTOR].avel 0 ifvarn mouselook 0 setinput[THISACTOR].horz 0 endevent
This example will completely prevent the player from turning around or looking up/down with the mouse.