View Full Version : A way to implement the Use key in Unreal?
NutWrench
01-16-2003, 01:47 PM
Operation Na-Pali gives you a Use/unUse key that can be used to get Nalis to follow you (like Barney in Half-Life), so it must be possible to script it.
And the StrangeWorld map collection for Unreal 1 had an automatic cannon that you could walk up to and press a Use key to turn it on and off.
widowmaker
01-16-2003, 05:25 PM
UT2K3 already has a use key. "U"
It is only used for the vehicle demo, but it is there.
And tehre was a UT map called Riverbed (Assault map) that had useble machine guns. You walked up and hit the space bar to activate them and then had control of them until you hit space again.
it's not used only for vehicles.
there are "usetriggers" available in the actor browser. It's a trigger which activates an event when a user enters the detection cylinder and presses the use key.
I'm sure other uses for the "Use" key can be created via UnrealScript.
Devil Master
01-17-2003, 12:07 AM
Considering that the most basic trigger is activated when the player enters its collision area, would it be possible to make a sub-class of it, that is activated when the player enters its collision area AND a specific key (for example, the Walk key) is pressed? That way, the Walk key (or any other key you choose you need to press) could also work as a Use key!
What do you think? Is it feasible?
Devil Master
01-17-2003, 11:53 AM
And the StrangeWorld map collection for Unreal 1 had an automatic cannon that you could walk up to and press a Use key to turn it on and off.<font size="2" face="Verdana, Arial">So THAT's where the "seamless mouse interface" of Doom 3 comes from! images/icons/rolleyes.gif
Hey Drazula! Why does a god like John Carmack get his ideas from AMATEUR *Unreal* levels? images/icons/grin.gif images/icons/grin.gif images/icons/grin.gif images/icons/grin.gif
Okay, let's get serious again. I'll surely examine that cannon in detail because it's very interesting!
Grendel187
02-02-2003, 06:25 PM
Unreal 2 has a use key, "F" and "Enter". Maybe they added that in the version of UnrealEd that comes with U2, even though it is still UED3.0?
Guest
02-03-2003, 11:11 PM
The tactical ops: Assault on terror TC mod (CS clone) for UT has a use key in it. im gonna start sweeping the code looking for a use key string somewhere if i find where and how to implement it ill post it up
Guest
02-04-2003, 12:55 AM
I got this from Silver Ibex. (http://www.silveribex.com/mt/archives/000019.html) i havent tried it yet...
Implementing a “Grab/Use” key
Since the player pawn already has the needed code for the basic “Grab/Use” world object function, you don’t need anything else unless you wish to get real fancy and incorporate things like popup keypads (Deus Ex), Or special object handling (Infiltration)
All we need is to add an easy way for the player to bind this function to a key, so in our mutator we add a new class with the following code, see below.
Then in our Mods .int we put a line like this…
Object=(Name=MyMod.Examplekeys,Class=Class,MetaCla ss=UTMenu.UTExtraKeyBindings)
[code ] //dont put the space in
class Examplekeys extends utextrakeybindings;
defaultproperties
{
SectionName="Example Mod"
LabelList(0)="Grab/Use"
AliasNames(0)="Grab"
}
[/code ]
//or the one here
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