Hmmm most cunning!
i wonder if the keypressed vs key down option is what's causing the bouncing
angela problem when you hold the jump keys?
Beware the grue!
Dark.
----- Original Message -----
From: "Philip Bennefall" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
Sent: Friday, April 29, 2011 12:37 PM
Subject: Re: [Audyssey] Interrupting Speech in MOTA
Hi Thomas,
There is a third option, which will let you maintain the current keyboard
layout. You can first perform a check to see if the ctrl key is pressed,
if this is the case then interrupt the speech. This should obviously be a
key pressed rather than a key down check, so that it only reports true
again if the user releases the key and then pushes it down once more. Then
you can check if the w key is pressed, and if this is the case check if
the ctrl key is down. This is what I do in my upcoming game to solve this
issue and it works very well. Just make strategic use of key down versus
key pressed and there won't be a problem. What will end up happening, of
course, is that speech is first interrupted when the control key is
pressed but then immediately restarted again if w is pressed and control
is still down. However speech won't be interrupted again on the next loop
iteration because control will just be down, but not newly pressed.
similarly the status command won't be restarted over and over again
because w has not been newly pressed either. Using a key pressed rather
than a key down check would also solve the slight quirk where holding down
one of the number keys starts a violent stutter of the weapon name as it
gets retriggered on every single loop iteration.
Kind regards,
Philip Bennefall
----- Original Message -----
From: "Thomas Ward" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
Sent: Friday, April 29, 2011 1:28 PM
Subject: [Audyssey] Interrupting Speech in MOTA
Hi all,
Early this morning I was working on some bug fixes for Mysteries of
the Ancients, and one of the things I've finally got around to working
on is this issue of keyboard interrupts. I.E. being able to press a
key and interrupt speech as well as being able to run, walk, or fire
weapons why the game is talking. All of that is good news. However,
I've ran into something of a miner technical issue dealing with the
new speech interrupt code. If I asign it to the control key and then
press something like control+w to speak the current weapon it won't
say anything because the control key is the silence key. There is
however a couple of quick and easy work arounds for this issue. One, I
can remap those keys to shift+w for speak weapon, shift+p to speak
number of potions, shift+t to speak torches remaining, etc. The other
is to think of using something else as the silence key. Any thoughts
on this matter?
Cheers!
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