KeySwap v2.00 Module Script Header
Author: James Spanos (Dualnames)
Abstract: Remember all those cool games that you can change the controls , then exit,
and still the controls remain the way you changed them? You can do the same.
Dependencies:
AGS 3.1 or later(probably backwards compatible up to 3.0)
Revision History:
Sep 08: v1.0 First release of KeySwap module
Dec 08: v2.0
Download:
Click (http://ledzepforever.googlepages.com/keyswapv2.rar)
Good god thank you for this. This should be required in every AGS game now that users don't need to spend hours coding it.
Quote from: Makeout Patrol on Wed 03/09/2008 16:57:40
Good god thank you for this. This should be required in every AGS game now that users don't need to spend hours coding it.
Thanks a lot..
Well, an update. It now should definetely be more user friendly. I'm also including two basic GUIS. Totally basic.
Well, this was just added here. Due to the fact that its previous version of AGS that it was built in, didn't recognize much of the keys, the version needs a certain update, which
I'm planning to give to it ASAP. ;)
how do you use it ???
Quote from: Ruben654 on Mon 27/04/2009 20:10:34
how do you use it ???
Well, all you need to do is follow the instructions inside the script header.
but now it says Error run 'game_start': Error: null pointer not referenced
and it points at line 41 of the keyswap module
Quote from: Ruben654 on Tue 26/05/2009 15:54:57
but now it says Error run 'game_start': Error: null pointer not referenced
and it points at line 41 of the keyswap module
loadbut = listofkeys.Controls[buttoncount].AsButton;
Listofkeys is a gui instance, apparently it probably doesn't have any button on it, or you haven't set it properly.
If you open the script you'll see a very large commented area, I suggest taking your time to read it.