Author Topic: keybind events onKeybind - setKeybind  (Read 1460 times)

Is it possible for an event that works like this?

output event - setKeybind

followed by two output parameter boxes, one for the key you press (i know you can't use any specific keyboard key to trigger things in blockland, so stuff like jump key, fire key, etc. would go here) and another for the brickname (leave it blank for the brick you're currently using). this would link to the player whoever triggers this event.

input event - onKeybind

since the output event parameters asks for a brickname, whatever brickname linked to the setkeybind event is will trigger all onKeybind events in that brick

wouldn't it be easier if, instead of brick name, you did something like you do in VCE where you mark which events in a parameter are for the onKeybind?

Just have something like onJumpKey, onJetKey, and onFireKey

Just have something like onJumpKey, onJetKey, and onFireKey
that would be an ungodly amount of input events though

that would be an ungodly amount of input events though
Jump, jet, crouch, fire, light, and can't honestly think of any more that you could use.

Jump, jet, crouch, fire, light, and can't honestly think of any more that you could use.
brick shifting binds would be extremely useful

Any others you can think of while I work on this?

edit: 2l8, done

http://leopard.hosting/download.php?f=nxfvs&name=Event_BindAction.zip

Inputs:
onActionDown - When the button is pressed. Works for all actions.
onActionUp - When the button is released. Only works for fire, jump, crouch, and jet.

Outputs:
Bricks:
playerActionBind <list> - Binds a player's action to the targeted brick(s). When the player does (or stops) that action, onActionDown/Up is triggered on that brick.
playerActionUnbind <list> - Reverses the effect of the above event.
playerActionUnbindAll - Removes every single bind the player has.

<list> contains:
Fire, Jump, Crouch, Jet, Light, BrickCancel, BrickDownPlate, BrickToward, BrickUpPlate, BrickLeft, BrickDown, BrickRight, BrickRotateCCW, BrickAway, BrickCW, BrickUp, BrickPlant
Note: These are bound to the player, not the client. So when the player respawns or dies, all binds are cleared.
« Last Edit: July 11, 2016, 01:45:34 PM by Shift Kitty »

wow amazing. thank you so much

Moving forward/backward in a vehicle isn't bound to the player?

Moving forward/backward in a vehicle isn't bound to the player?
Moving at all has no callback.

Moving at all has no callback.
I meant moving between the seats, sorry for not clarifying

I meant moving between the seats, sorry for not clarifying
Oh, those are definitely things that could be done. Though, they would probably very, very rarely see any use and would clog up the list.

onSeatNext
onSeatPrev

?

I could see those binds put to good use

like a left and right navigator through a list of things