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)