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Messages - DS

#1
@Crimson Wizard, thanks for the reply.  I was indeed referring to the box from the "display" command, so will angle towards creating a custom display box of some kind, as it sounds like that will give me the most control over the functionality I'm looking for.

QuoteThis module only provides information about key events, it does nothing else.

I did have one further question though, based on that sentence -- what is "KeyAutoRepeatDelay" used for then?  Because it seems that I can set it, based on the available functions.  Or is the setting of KeyAutoRepeatDelay just something "internal" to the module that is not supposed to be used directly?  (Apologies for any continued confusion on my part, but I'm newer to the AGS scene and am still familiarizing myself with what can and can't be done within this engine.)
#2
@Crimson Wizard, I have recently come upon your module here while attempting to accomplish some specific behavior in a "Sierra-style" game base project I'm beginning.

It seems like the "KeyAutoRepeatDelay" piece of your module should do what I want, but so far it isn't, and I'm wondering if you could perhaps readjust any misunderstandings I have of its method and function?

My end goal is to have a held-down key not clear a display box that has opened.  So, for example, if I have the "S" key held down while I click on an object with the "Look At" cursor functionality, the display box giving the description of the object I clicked on opens, but then instantly closes because the "S" key (or any key, really, it seems, in this game style) being held down causes the display box to close.

Based on other message threads here in the forums, I have tried many things before finding your module (global variables to monitor keypresses being up or down, on_key_press things, IsKeyPressed things, keycode set to 0, claimevent() in the room script, etc), and none of it has helped me accomplish my task as of yet.  I'm basically trying to "deaden" a key where it is just treated as one keypress when it is held down.

It seemed like I could "simulate" this behavior I'm looking for with "KeyAutoRepeatDelay" in your module by setting it to a very high amount ("30000", or 30 seconds, say) before it repeats, but that hasn't worked.

I have this in game_start() --

  KeyListener.ListenKey(eKeyS);
  KeyListener.Enabled = true;
  KeyListener.KeyAutoRepeatDelay = 30000;

Should this work to do what I'm trying to do?  And/Or am I using it incorrectly?
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