Key input

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Revision as of 12:16, 16 October 2007 by imported>HawkFest
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I need to know how (and if) I can handle key input via script. I need to have both swords with ranged attacks and guns with night vision, so I need ether an alternate fire or a mode change button... but Oblivion has neither. Is there any way key input can be handled? --Bky 06:40, 30 May 2006 (EDT)

Dragoon Wraith TALK 12:15, 30 May 2006 (EDT): Nope, there's absolutely no way to detect key presses. Luckily for you (sort of), there wasn't in Morrowind, either, and as you might imagine, this was something a lot of people wanted to do. So, your best bet is to detect something you can detect - Sneaking is easiest. Try something like this:
short sneak
short switch
float timer
/index.php?showtopic=511998&view=findpost
Begin GameMode

  set timer to ( timer + GetSecondsPassed )
  if ( timer > 2 )
    set timer to 0
    set sneak to 0
  elseif ( player.IsSneaking == 1 ) && ( sneak == 0 )
    set switch to ( switch + 1 )
  elseif ( player.IsSneaking == 0 ) && ( sneak == 1 )
    set switch to ( switch + 1 )
  endif

  if ( player.IsSneaking == 1 )
    set sneak to 1
  else
    set sneak to 0
  endif

  if ( switch == 4 )
    set switch to 0
    ;switch weapon mode
  endif

End
Basically, "switch" gets increased every time the player hits the Ctrl key (or whatever they have "Sneak" mapped to), and if they hit it four times (I figure no one would hit Sneak four times unless they were deliberately trying to), you activate your code to switch weapon mode or night vision or whatever you're doing.
I'm not sure how to do this, or if this is even possible, but maybe with your dual swords idea, you can have right-click set for the left-hand weapon/shield. Does anybody know?TheImperialDragon 17:20, 30 May 2006 (EDT)
Dragoon Wraith TALK 20:26, 30 May 2006 (EDT): I have my right-click set to Cast and middle-click (the mousewheel) set to block.
That should work perfectly, thank you. As for dual swords.. I needed that too, but just planned to make sword #2 a shield (yet in the story they are both used as sheilds/weapons as needed...). If you come up with anything let me know. :) --Bky 17:45, 30 May 2006 (EDT)
Do you mean that you would have a shield object using a sword NIF? Maybe that setting a reflect damage/spell enchantment would compensate for the lack of an actual attack/damage that a weapon would do. But I'm still a newb in modding : can you apply some kind of an «AI» package, to an object reference that is not an Actor? --HawkFest 13:16, 16 October 2007 (EDT)
With the new script extender, you can easily detect key presses. --Cid88