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[ 7 posts ] |
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ville000
Joined: Fri Sep 05, 2008 3:30 pm Posts: 11 Location: Fin
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Use button
Use button would be handy in future builds. You could press buttons etc. to open doors etc.
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Wed Dec 10, 2008 4:11 pm |
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Seraph
Moderator Hero
Joined: Sun Dec 24, 2006 11:28 pm Posts: 868 Location: London Server
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Re: Use button
I can see that button taking the place of the "Reload" button on the wheel - menu thing when applicable. Could be good for future Lua implementation.
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Wed Dec 10, 2008 4:16 pm |
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teh somebody
Joined: Sun Aug 31, 2008 5:22 pm Posts: 156 Location: Finland
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Re: Use button
Nice idea.
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Wed Dec 10, 2008 6:53 pm |
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Morbo!!!
Joined: Sun Dec 09, 2007 3:08 pm Posts: 481 Location: Islamic Republic of Bradistan, Yorkshire, England
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Re: Use button
Yeah, it'd be really cool to have an adventure/platformer style level where you have to press the red button to open the red door etc.
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Wed Dec 10, 2008 7:42 pm |
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venn177
Joined: Sun Mar 18, 2007 5:35 am Posts: 3778 Location: Largo, Florida
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Re: Use button
Morbo!!! wrote: Yeah, it'd be really cool to have an adventure/platformer style level where you have to press the red button to open the red door etc. With this engine it'd be easier just to plow through it with a digger, though.
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Wed Dec 10, 2008 11:03 pm |
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ppiksmada
Joined: Tue Jan 01, 2008 5:56 am Posts: 564 Location: Behind a DarKlone, trying to pierce its fudging armor!
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Re: Use button
I agree with Venn. Then when you want the door closed, just clog it with soldier gibs.
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Wed Dec 10, 2008 11:29 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Use button
@venn &ppik How practical.
Anyways, lua could do this already in a specific mission by checking if the controlled actor is within an area and if the player is pressing whatever button, and then activating whatever else accordingly.
But a 'use' action on the pie menu would make things quite a lot more smoothly integrated, for other control configs and general uniformity.
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Thu Dec 11, 2008 12:27 am |
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