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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?

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  • #1
    02/13/2008 (3:58 pm)
    Personally, I dislike TGBs implementation of action maps. I have one action map that has every key assigned and then use a string to determine which keys I want to use at any given moment. I set something like

    $ActionMapFilter = "a b c d e f";
    $ActionMapObject = ARandomObject;

    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.
    #2
    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
    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.