Keybind (trigger) system

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Keybind (trigger) system

Postby alj99 » 24 March 2023, 15:09

With the configurable keybind confirmed in pb3, this topic is gonna be hella important for maps using custom controls.

Before touching on that though, there should be filler actions keys which may seem useless but for the new triggers to occupy them, it will need these:
Movement button 1
Movement button 2
Gun tertiary function 1

Etc etc, whatever creative naming you have for it could work. It can't be too vague though for unity reasons.

The new trigger action are practically just these:
Keybind trigger to Action
Disable/Enable Action
Activate Action

Keybind trigger to Action
Alright, remember the filler actions i mentioned earlier? They could be used here. Rather than binding triggers to any specific keys, they could just reference a specific action.
This isn't just for the filler ones but can also work with all of the actions; move_left, move_right, jump, and to name a few.
This provides a better alternative to key binds. And a solution that works with gamepads as well.

Why not just make new actions for each map rather than a filler?
Well it's cause it's map specific, and it can be annoying to configure in settings every time you joined a different map that uses one. The configured action won't save after quitting (possible to mend) and it can't apply to other maps even if they're designed the same way. (also possible to mend but this takes memory)

Disable/Enable Action
This command just blocks a player from acting when pressing a key.
For example, A key for move_left. If move_left is disabled, the player can't move left when pressing the A key.

Activate Action
This command forces a player from doing an action regardless if it's disabled, or if it's against the player's will.
If the trigger activates move_left, the player will move left, no matter what.

You can do some fun stuff with Keybind trigger to Action, Activate Action, and Disable/Enable Action, mostly troll maps. You can disable move_left and move_right then bind them to a trigger that activates the oppositve. Essentially reversing A and D keys to move_right and move_left respectively.
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alj99
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