EVENT PROCESSINPUT: Difference between revisions

From EDukeWiki
Jump to navigation Jump to search
One (talk | contribs)
No edit summary
mNo edit summary
(One intermediate revision by one other user not shown)
Line 2: Line 2:


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.