Multiple action maps?
by Z. Anderson · in Technical Issues · 02/12/2008 (7:30 pm) · 4 replies
How would you create multiple in-game action maps that can be cycled through via a hotkey? Is it possible? Is there a "best" way?
#2
I was thinking that you could assign something in the globalactionmap to load a secondary and tertiary actionmap. however, i havent found anything that suggest multiple action maps are supported at all.
WASD and mouse sensitivity controls primary
*tab*
WASD and mouse sensitivity controls secondary
Would be functional for a game where characters change states/modes/bodies. maybe like a transformers type game.
"Autobots, roll out"
02/13/2008 (5:51 pm)
The filter resulting in different groups of keys controlling different objects. (Unless i am misunderstanding.) Very cool, but not exactly what i was hunting for, though i will keep it in mind. I was thinking that you could assign something in the globalactionmap to load a secondary and tertiary actionmap. however, i havent found anything that suggest multiple action maps are supported at all.
WASD and mouse sensitivity controls primary
*tab*
WASD and mouse sensitivity controls secondary
Would be functional for a game where characters change states/modes/bodies. maybe like a transformers type game.
"Autobots, roll out"
#3
Experiment with ActionMap::push and ActionMap::pop to see if that gives you what you want.
02/16/2008 (6:48 am)
You can push and pop action maps. That would do what you're thinking. You push the first action map, hit tab to push a second action map, then hit shift-tab to pop the second action map so that you're left with the first.Experiment with ActionMap::push and ActionMap::pop to see if that gives you what you want.
#4
02/18/2008 (10:25 am)
Thanks man.
Torque Owner Nikos Beck
So that the object will receive a callback only when the keys in the string are pressed. To do the equivalent of cycling action maps, I just change the filter string.