Author Topic: Event Input Options  (Read 2273 times)

[sort-of quoted from me in a different topic as a request]
One problem I have with the system is that that no input events have "Options" you can set: If I wanted to be able to detect when a specific kind of projectile (and no other) hit my reciever, I'd have to write code for these events:

onProjectileHit (generally)
onGunBulletHit
onAkimboBulletHit
onRocketHit
onTankShellHit
onArrowHit
....
onRadioWaveHit
onPongBallHit
onPinballHit
...

Would it be possible to extend or change the system so you could select one or possibly two options for an input event? There is already enough space on the menu for an extra selector box for the "<NAMED BRICK>" target, so a text box or selector might fit in the same space for choosing the input. I imagine it would look something like this:

This could also detect certain Prints for maybe...a pass code...

This could also be useful for Trader's JVS Doors because it feels odd after installing them...it makes my on*whatever* 4x bigger :/ (ex (for this working): onDoor Open)

Does anyone else have an opinion on this?

I think it might work well for letting people create new input events and not clogging up the menu with very slightly different variations on the condition. (e.g. onPrintLetterA onPrintLetterB onPrintLetterC or just onPrintSet -> [ABC..Z 123...9 !?.#] for something like the Tutorial "Print" room.)

Would be cool, but arn't the askimo and gun bullets the same?

That 'fake' screenshot was just an edited version of the real events screen: The Akimbo bullet does appear separately.

I'd really like to see this idea implemented in the game, I think it would allow for many new types of events to be created...

This is indeed a very nice idea.

You know Space, I was thinking the exact same thing.