Controller -> Actor -> code containers (from scratch in ~ 5 minute steps)

part 1 = make the controller, have it convert and serialize keypresses into a list.

At the end have it target a actor and set a property in the actor that is the current keypresses.

W—python
A—/
S–/
D-/

Attachments

ControlActContain.blend (459 KB)

In this video I add logic based controls (they analyse the string sent to them from the controller)
W = move forward
A = Turn
W+A = Move Forward+Turn

I also I added actor swap ray

Attachments

ControlActContain2.blend (472 KB)

python move controller
‘servo-ish’ motion,
step system
Carve math (dump sideways motion)

Attachments

ControlActContain3.blend (503 KB)

this is missing keys, components, and weapons, but here is a nice resource,

W A D
(no S yet)

Q = swap actors

E = ‘underpinning’ for later inventory system

Attachments

TeamControl.blend (605 KB)

2 actors
code container examples (e = pick up ray) E again=drop
controller
mouse generator
actor camera hooks
actor swap = Q

WAD

left click = activate code in object your carrying.

with a system like this, we can all contribute actors,
weapons, abilites , anything,

this opens up coding teamwork
(you don’t have to handle things the same as me just use the same input schemes)

Attachments

TeamControlWithCodeContainers.blend (686 KB)

Here is a demo of Controller-> Actor -> code container +(pick ups) + (OmniWeapon)

needs a little work to reduce logic (states) and needs if statements for drawing weapons (do you have the weapon?) or to turn the
weapons into code containers

keys

1 2 3 4 = draw weapon

~ = put away weapon

Q = swap actor

E = pick up code container

WASD = move

Attachments

TeamControlWithCodeContainers (ADemo).blend (1.05 MB)