Changing BINDs/KEYCONF entries via ACS?
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- Tormentor667
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Changing BINDs/KEYCONF entries via ACS?
Is it possible to assign keys via ACS? For example my Jump key is assigned to "P" right now and acs "temporarily" assigns it to "F" via script?
Re: Changing BINDs/KEYCONF entries via ACS?
Can't be done without KEYCONF as far as I know, Torm. Probably an abuse issue, no doubt compounded by the whole 'ACS not handling dynamic strings' problem. Of course I could be totally off base here. 
- Tormentor667
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Re: Changing BINDs/KEYCONF entries via ACS?
That's a problem then 
The point is that I have "Forward, Backward, In & Out" for my platformer test wad that works perfect if the player is facing east. But if I use the 180° turn feature, everything is messed because Backward is Forward, In is Out and vice versa.
The point is that I have "Forward, Backward, In & Out" for my platformer test wad that works perfect if the player is facing east. But if I use the 180° turn feature, everything is messed because Backward is Forward, In is Out and vice versa.
Re: Changing BINDs/KEYCONF entries via ACS?
This is grossly hackish, but you might have no choice but to use ThrustThing to move the player around. I don't see how you can possibly get smooth movement from that, though.
The other option is to make the PlayerPawn an invisible solid thing that has no collision with other actors. You'd then have a static DECORATE actor that looks like the player, and use ACS to keep this actor positioned on top of the PlayerPawn at all times. Puking various scripts in your KEYCONF could check/set the direction the dummy actor faces, and also call Jump states etc for the dummy actor via SetActorState. This has the added bonus of being able to put in special handling for the dummy player actor getting hit, as the real player will never actually be killed.
It'd take some pretty heavy ACS, KEYCONF and DECORATE tricks, but it could work very well indeed.
The other option is to make the PlayerPawn an invisible solid thing that has no collision with other actors. You'd then have a static DECORATE actor that looks like the player, and use ACS to keep this actor positioned on top of the PlayerPawn at all times. Puking various scripts in your KEYCONF could check/set the direction the dummy actor faces, and also call Jump states etc for the dummy actor via SetActorState. This has the added bonus of being able to put in special handling for the dummy player actor getting hit, as the real player will never actually be killed.
It'd take some pretty heavy ACS, KEYCONF and DECORATE tricks, but it could work very well indeed.
- Tormentor667
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Re: Changing BINDs/KEYCONF entries via ACS?
Sounds like Hack-Hell 
Re: Changing BINDs/KEYCONF entries via ACS?
As a 2d platformer in the Doom engine should. 
I'd love do to a proof-of-concept WAD for this, even if only for my own personal amusement. I might have a crack at it over the weekend. I can't do it tonight, I'm off to a QOTSA gig.
I'd love do to a proof-of-concept WAD for this, even if only for my own personal amusement. I might have a crack at it over the weekend. I can't do it tonight, I'm off to a QOTSA gig.
- Tormentor667
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Re: Changing BINDs/KEYCONF entries via ACS?
Well, then I am pretty curious if you can make it in a decent way 