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Id say we burn their building down and build our "little" community above of it! BUUUURRRRN I SAY!!!!! *evil laughter*
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Sorry for bumping old topic.
I couldn't get int d_waitforkeypress keys work. What exactly is that 'keys' in input. I have tried d_waitforkeypress(u); but it doesn't find the function.
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Exactly what I've been asking!
Oh, thanks, but what about "d_waitforkey"? It doesn't seem to work or maybe I just don't know how to pass that argument.
I know, but I never succeeded at using these new functions. Perhaps you can explain me how they work? [...] Thanks.
Can some C programmer please take a look at the Daodan DLL and see if you can find out how to properly call this function through BSL?
But I've not been heard for some reason. I'm sure someone would know it, since someone made it.
(don't want to be mean, but you know...)
Last edited by Lukas Kreator (01/21/12 19:01)
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Sorry about that. I've not been paying attention to the forums much. You should have messaged me, you have me on Skype and Yahoo.
It uses the bind strings:
KeyBit Actions1[32] = {
{"Escape", Action_Escape},
{"Console", Action_Console},
{"PauseScreen", Action_PauseScreen},
{"Cutscene1", Action_Cutscene_1 },
{"Cutscene2", Action_Cutscene_2 },
{"F4", Action_F4 },
{"F5", Action_F5 },
{"F6", Action_F6 },
{"F7", Action_F7 },
{"F8", Action_F8 },
{"StartRecorn", Action_StartRecord },
{"StopRecord", Action_StopRecord },
{"PlayRecord", Action_PlayRecord },
{"F12", Action_F12 },
{"Unknown1", Action_Unknown1 },
{"LookMode", Action_LookMode },
{"Screenshot", Action_Screenshot },
{"Unknown2", Action_Unknown2 },
{"Unknown3", Action_Unknown3 },
{"Unknown4", Action_Unknown4 },
{"Unknown5", Action_Unknown5 },
{"Forward", Action_Forward },
{"Backward", Action_Backward },
{"TurnLeft", Action_TurnLeft },
{"TurnRight", Action_TurnRight },
{"StepLeft", Action_StepLeft },
{"StepRight", Action_StepRight },
{"Jump", Action_Jump },
{"Crouch", Action_Crouch },
{"Punch",Action_Punch },
{"Kick", Action_Kick },
{"Block", Action_Block }
};
KeyBit Actions2[9] = {
{"Walk", Action2_Walk},
{"Action", Action2_Action},
{"Hypo", Action2_Hypo},
{"Reload", Action2_Reload },
{"Swap", Action2_Swap },
{"Drop", Action2_Drop },
{"Fire1", Action2_Fire1 },
{"Fire2", Action2_Fire2 },
{"Fire3", Action2_Fire3 }
};
For my own scripts (well, only one really...somewhere around here I have a version of OTA with massive perforamance and usability bonuses) I've been using block as a menu key, as it isn't used by any game logic. Just do 'bind o to block' in main() and then 'd_waitforkey block' inside a loop function to set a bool to show the menu, or what have you.
Iritscen:
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours
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Oh thanks going test soon.
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Oh, thanks a lot, Gumby!
I should have messaged you, but I forgot I even had Skype.
EDIT: Also, it only worked for me when I tried "Block" instead of just block. Anyway, it works.
Last edited by Lukas Kreator (01/23/12 12:01)
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