What key was pressed
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What key was pressed
I have seen local.player.useheld to find out if the player is holding the use key but what I want is to be able to tell what keys the players are useing . Lets say I wanted to script a object to move by the players keyboard sort of like remote control can I do this ? Can you do local.player.forwardheld? or local.player.leftheld? or local.player.turnleftheld ?
Yes
Yes you can, but you have to use the correct name for the command. The command given by the right mouse button is:
MOUSE2 "+attacksecondary"
Players can change "attacksecondary" to another key in thier options, but the command will always be "attacksecondary". Here is a list of all commands:
cmdlist
-back
-moveright
-leanright
-use
set
popmenu
pushmenu
devcon
gotoreturnmenu
setreturnmenu
-statistics
+statistics
ui_getplayermodel
ui_applyplayermodel
playermodel
finishloadingscreen
startserver
ui_removehud
ui_addhud
locationprint
centerprint
ui_checkrestart
ui_resetcvars
ui_hud
clear
ui_testlist
ui_loadconsolepos
ui_saveconsolepos
ui_hidemouse
ui_showmouse
inv_restart
editspecificshader
editshader
editscript
notepad
soundpicker
lod_spawnlist
viewspawnlist
ui_startdmmap
dmmapselect
maplist
loadmenu
togglemenu
listmenus
globalwidgetcommand
widgetcommand
hidemenu
showmenu
forcemenu
pushmenu_dm
pushmenu_sp
tmstop
tmstartloop
tmstart
pitch
playsong
loadsoundtrack
stopmp3
playmp3
sounddump
soundinfo
soundlist
play
ff_disable
r_infoworldtris
r_infostaticmodels
farplane_info
gfxinfo
screenshot
modelist
modellist
shaderlist
imagelist
cl_dumpallclasses
cl_dumpclassevents
cl_classevents
cl_classtree
cl_classlist
cl_pendingevents
cl_dumpevents
cl_eventhelp
cl_eventlist
gogetpatch
launchgamespy
fastconnect
aliasdump
dialog
saveshot
vidmode
tiki
animlist
tikilist
tikianimlist
ping
setenv
rcon
localservers
reconnect
menuconnect
connect
stoprecord
cinematic
disconnect
vid_restart
snd_restart
clientinfo
configstrings
cmd
-cameralook
+cameralook
+togglemouse
-mlook
+mlook
-button14
+button14
-button13
+button13
-button12
+button12
-button11
+button11
-button10
+button10
-button9
+button9
-button8
+button8
-button7
+button7
-button6
+button6
-button5
+button5
-button4
+button4
-button3
+button3
-button2
+button2
-button1
+button1
-button0
+button0
-speed
+speed
+leanright
-leanleft
+leanleft
+use
-attacksecondary
+attacksecondary
-attackprimary
+attackprimary
-attack
+attack
+moveright
-moveleft
+moveleft
-strafe
+strafe
-lookdown
+lookdown
-lookup
+lookup
+back
-forward
+forward
-right
+right
-left
+left
-movedown
+movedown
-moveup
+moveup
centerview
difficultyHard
difficultyMedium
difficultyEasy
loadlastgame
loadgame
autosavegame
savegame
killserver
gamemap
devmap
map
spdevmap
spmap
sectorlist
restart
dumpuser
systeminfo
serverinfo
status
clientkick
kick
heartbeat
midiinfo
net_restart
in_restart
pause
writeconfig
changeVectors
quit
exec
bind
alias
seta
unbindall
touchFile
cd
fdir
dir
path
ctrlbindlist
altbindlist
bindlist
unctrlbind
ctrlbind
unaltbind
altbind
unbind
append
scale
subtract
add
cvar_savegame_restart
cvar_restart
cvarlist
reset
setu
sets
toggle
wait
echo
vstr
meminfo
239 commands
MOUSE2 "+attacksecondary"
Players can change "attacksecondary" to another key in thier options, but the command will always be "attacksecondary". Here is a list of all commands:
cmdlist
-back
-moveright
-leanright
-use
set
popmenu
pushmenu
devcon
gotoreturnmenu
setreturnmenu
-statistics
+statistics
ui_getplayermodel
ui_applyplayermodel
playermodel
finishloadingscreen
startserver
ui_removehud
ui_addhud
locationprint
centerprint
ui_checkrestart
ui_resetcvars
ui_hud
clear
ui_testlist
ui_loadconsolepos
ui_saveconsolepos
ui_hidemouse
ui_showmouse
inv_restart
editspecificshader
editshader
editscript
notepad
soundpicker
lod_spawnlist
viewspawnlist
ui_startdmmap
dmmapselect
maplist
loadmenu
togglemenu
listmenus
globalwidgetcommand
widgetcommand
hidemenu
showmenu
forcemenu
pushmenu_dm
pushmenu_sp
tmstop
tmstartloop
tmstart
pitch
playsong
loadsoundtrack
stopmp3
playmp3
sounddump
soundinfo
soundlist
play
ff_disable
r_infoworldtris
r_infostaticmodels
farplane_info
gfxinfo
screenshot
modelist
modellist
shaderlist
imagelist
cl_dumpallclasses
cl_dumpclassevents
cl_classevents
cl_classtree
cl_classlist
cl_pendingevents
cl_dumpevents
cl_eventhelp
cl_eventlist
gogetpatch
launchgamespy
fastconnect
aliasdump
dialog
saveshot
vidmode
tiki
animlist
tikilist
tikianimlist
ping
setenv
rcon
localservers
reconnect
menuconnect
connect
stoprecord
cinematic
disconnect
vid_restart
snd_restart
clientinfo
configstrings
cmd
-cameralook
+cameralook
+togglemouse
-mlook
+mlook
-button14
+button14
-button13
+button13
-button12
+button12
-button11
+button11
-button10
+button10
-button9
+button9
-button8
+button8
-button7
+button7
-button6
+button6
-button5
+button5
-button4
+button4
-button3
+button3
-button2
+button2
-button1
+button1
-button0
+button0
-speed
+speed
+leanright
-leanleft
+leanleft
+use
-attacksecondary
+attacksecondary
-attackprimary
+attackprimary
-attack
+attack
+moveright
-moveleft
+moveleft
-strafe
+strafe
-lookdown
+lookdown
-lookup
+lookup
+back
-forward
+forward
-right
+right
-left
+left
-movedown
+movedown
-moveup
+moveup
centerview
difficultyHard
difficultyMedium
difficultyEasy
loadlastgame
loadgame
autosavegame
savegame
killserver
gamemap
devmap
map
spdevmap
spmap
sectorlist
restart
dumpuser
systeminfo
serverinfo
status
clientkick
kick
heartbeat
midiinfo
net_restart
in_restart
pause
writeconfig
changeVectors
quit
exec
bind
alias
seta
unbindall
touchFile
cd
fdir
dir
path
ctrlbindlist
altbindlist
bindlist
unctrlbind
ctrlbind
unaltbind
altbind
unbind
append
scale
subtract
add
cvar_savegame_restart
cvar_restart
cvarlist
reset
setu
sets
toggle
wait
echo
vstr
meminfo
239 commands
No, actually you can't get any "is this button held" type of command other than useheld or fireheld. However, what you CAN do is modify the state files (global/X.st in Pak0), and create new states which happen in certain conditions. For example, if you wanted to create a "crouchheld" state, you can add this:
and vice versa...
But I think it's a little more advanced than you would want it to be...
Then for crouchheld.scr://==============================================================================
//==============================================================================
//
// Stand (really means not doing an action)
//
//==============================================================================
state STAND
{
movetype legs
camera behind
entrycommands
{
viewmodelanim idle
}
action
{
none : default // no torso animation
}
states
{
CROUCHING : +CROUCH
NOTCROUCHING : -CROUCH
KILLED : KILLED
PAIN : PAIN
VEHICLE_START : IS_USING_VEHICLE
TURRET_START : IS_USING_TURRET
// if we're on a ladder, make sure we're climbing the ladder
LADDER_IDLE_LEFT : ON_LADDER
// Some grab and hang stuff will be implemented in the final game, probably
// not all of this, but it's in here as a placeholder.
// CLIMB_LADDER : ONGROUND +FORWARD !BACKWARD AT_LADDER
// CLIMB_LADDER_IMPACT : !ONGROUND FORWARD !BACKWARD AT_LADDER // For grabbing onto walls when
// flying through the air
// Using objects is dictated by the object being used. The three objects
// here are for objects which trigger interactive actions when touched,
// for objects which the player uses (such as doors), and for when the
// player tries to use an object that is not usable.
// USE_USEANIM : ONGROUND TOUCHEDUSEANIM
// USE_USEANIM : ONGROUND USE AT_USEANIM
USE_LADDER : ONGROUND +USE AT_LADDER CHECK_HEIGHT "stand"
// USE_LADDER : ONGROUND AT_LADDER // this is full auto use of ladders
// latch onto ladder in mid-air
USE_LADDER : +USE AT_LADDER CHECK_HEIGHT "stand" // can also latch onto a ladder in mid-air
// auto use of ladder when at the bottom (AT_LADDER check is last because it does a trace)
USE_LADDER : ONGROUND FORWARD LOOKING_UP "35" !PUTAWAYMAIN !NEW_WEAPON !RELOAD !ATTACK_PRIMARY !ATTACK_SECONDARY AT_LADDER CHECK_HEIGHT "stand"
// auto use of ladder when at the top (AT_LADDER check is last because it does a trace)
USE_LADDER : ONGROUND FORWARD !LOOKING_UP "-35" !PUTAWAYMAIN !NEW_WEAPON !RELOAD !ATTACK_PRIMARY !ATTACK_SECONDARY AT_LADDER CHECK_HEIGHT "stand"
// GENERIC_USE : ONGROUND +USE
// This is not functional for the prototype, but is here as a placeholder for
// future functionality.
// While the player can only fire weapons with his right hand, he can switch them
// to his left if he wants to use an item with his left. Gameplay-wise, this should
// be the same as putting the weapon away, but it will create a nice graphical "cool
// factor" which is always good in computer games.
// When we have two items out, the game code will flag them both as putaway, and we
// need to put the right one away first, followed by the left.
PUTAWAY_MAIN : PUTAWAYMAIN // Basic put weapon away move.
RAISE_WEAPON : NEW_WEAPON
RELOAD_WEAPON : RELOAD
CHECK_PRIMARY_ATTACK_SEMIAUTO : +ATTACK_PRIMARY IS_WEAPON_SEMIAUTO "mainhand" IS_WEAPON_READY_TO_FIRE "mainhand"
CHECK_PRIMARY_ATTACK_FULLAUTO : ATTACK_PRIMARY !IS_WEAPON_SEMIAUTO "mainhand" IS_WEAPON_READY_TO_FIRE "mainhand"
CHECK_SECONDARY_ATTACK : +ATTACK_SECONDARY
}
}
state CROUCHING
{
entrycommands
{
exec global/crouchheld.scr
}
}
state NOTCROUCHING
{
entrycommands
{
exec global/notcrouchheld.scr
}
}
Code: Select all
main:
parm.other.crouchheld = 1
endBut I think it's a little more advanced than you would want it to be...
- HappyChappy_7000
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brendank310
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Sgt.Pepper
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Wait a moment, could this be done through a trigger multiple? The player enters a trigger and then you could script them to do all kinds of funky stuff.
I'm thinking of the part that Alcoholic wrote:
parm.other.crouchheld = 1
Only with a list of commands. Or even with a quit, so that it could be used as a map fix for someone trying to abuse glitches.
I'm thinking of the part that Alcoholic wrote:
parm.other.crouchheld = 1
Only with a list of commands. Or even with a quit, so that it could be used as a map fix for someone trying to abuse glitches.
-
Sgt.Pepper
- Sergeant
- Posts: 69
- Joined: Tue Feb 25, 2003 5:41 pm
- Location: Canada
Yeah, pretty much. I have a map fix on our server that causes the player to say something silly when they try to abuse the glitches, and am wondering if I can take it to another level. Disconnect would probably be better, it would save the admins from having to kick a person, but it could be interesting seeing what could be done.
