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Input via script doesn't disable the zc screensaver.

9 replies · 1,809 views · Started 16 March 2009

What sort of input? Do you have an example quest that shows this? I just looked at the code and it *should* be working.

Well normally for scripted weapons or menus (or games :P) and the like something like this would be added at the very end of the script in question, (At least that's what I do) while inputs are processed beforehand with if(Link->InputSomething)...

If you need something to test with:

void Disable()
{
Link->InputUp=false;
Link->InputDown=false;
Link->InputLeft=false;
Link->InputRight=false;

Link->InputR=false;
Link->InputL=false;
Link->InputStart = false;
Link->InputA = false;
Link->InputB = false;
//Link->InputMap = false;
}

I'm also using using Joystick input. I'll see if it's the same with the keys.

EDIT: Well it might only be the joy input; Not 100% cuase I kept dying when using the keyboard. 😛

Er, that snippet will *un*press all input. If you're calling that like:

  if(Link->InputA) {
Disable();
//...
}

Then, yeah, it's not going to register input.

pkmnfrk wrote:Er, that snippet will *un*press all input. If you're calling that like:

  if(Link->InputA) {
Disable();
//...
}

Then, yeah, it's not going to register input.

Seemingly true if you are thinking outside the source code. 😉

AMMENDMENT: Title of thread is now Joypad Input via script doesn't disable the zc screensaver.

Tested keys. Works fine.

Nope still here. :P

Also while we're on the topic of joystick input, there seems to be a slight oversight: There are now 10 total inputs yet zc only processes 8 of them for joy. 😛

is it possible to add in the remaining 4? I'm pretty sure it's joy[n].button[8-11].b that aren't being used.

Also kudos to the devs. build 979 is great. </end post>