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Up Topic Interface for useable objects [update]

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In Response to Newton
Obviously, both gamepad users and keyboard-without-mouse users need to be able to aim to be able to take advantage of the new controls. This works with a virtual cursor (like a crosshair) which moves around the clonk in a circle: When pressing down the [Use]-Button, the cursor appears and is controllable via the analog stick (or D-pad on older controllers, WASD on keyboard-only-controls) while holding down. ControlUseStart is always called when the Button has been pressed down, ControlUseStop when released.
The big difference between gamepad and mouse is here, that the object already gets the right coordinates on the press down of the mouse button because the player clicked somewhere on the map. The virtual cursor of the gamepad control on the other hand starts either at offset 0,0 or at some previously saved offset. Best example is the throwing, which will also be different: In mouse control, the object is immediately thrown into the direction of the mouse cursor while in gamepad control, it is thrown on release of the [use] button. Why? Because the gamepad-player needs to steer the cursor into the right angle first.
So, for objects like bows etc. where you have an aim animation (and the player shoots on release anyway), the handling is the same. *Start and *Stop are used. For objects which can be used immediately, like perhaps the dynamite (in which direction should the dynamite be placed?), the handling is different for gamepad and mouse.

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