fumanshoo Posted January 1, 2013 Share Posted January 1, 2013 I do not see a scrolling key under "constants/keycodes" I am trying to make a camera much like Skyrim and Fallout, but I can't find a "scroll up" or "scroll down" keycode. A link or path to the folder containing the script for scrolling keycodes would be much appreciated. EDIT: I also have a completely unrelated question.... when I do the following code, my game does not pause or resume. Why is this not happening? --pause/resume if KeyDown(KEY_Y)==1 then PauseApp() end if KeyDown(KEY_U)==1 then ResumeApp() end Quote Link to comment Share on other sites More sharing options...
ChrisMAN Posted January 1, 2013 Share Posted January 1, 2013 I havn't gotten to pausing in my game but it might just stop the internal clock from moving forward which would stop animations that are using AppSpeed(). Total b.s. answer. 1 Quote Link to comment Share on other sites More sharing options...
Canardia Posted January 1, 2013 Share Posted January 1, 2013 Keyboards have usually a Page Up and Page Down key, but not Scroll Up and Scroll Down keys: KEY_PAGEUP KEY_PAGEDOWN To pause/resume a game, you should make a variable which is used to skip the major part of the main loop. Usually in pause mode the game still renders something, like a blurred image (at least in Crysis). Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
fumanshoo Posted January 1, 2013 Author Share Posted January 1, 2013 I saw the Page Up Page Down in "keycodes.lua", but what I mean is scrolling the middle mouse button. The closest I see is "MIDDLE_MOUSE", but it is referring to pressing down the middle mouse button. If it can be done by Bethesda, I can do it haha. But thanks very much for the pause response. I think I will set a near Depth of Field behind the menu when I pause. That way, the game appears to be blurred in the background. Quote Link to comment Share on other sites More sharing options...
fumanshoo Posted January 1, 2013 Author Share Posted January 1, 2013 would stop animations that are using AppSpeed()\ Well I can not test animations because my graphics card does not support animation in LE, but my controller moves at AppSpeed() and when I pause, it does not stop my controller, so maybe or maybe not. I will see in a few months when my computer is fit. Quote Link to comment Share on other sites More sharing options...
Canardia Posted January 1, 2013 Share Posted January 1, 2013 MouseZ() is used to detect rolling of the mouse wheel. Use only relative values though, because the absolute value is "stuck" whereever you started and left it. So you kinda need to do like this: (before main loop): mouse_z=MouseZ(); (in main loop): mouse_old_z=mouse_z; mouse_z=MouseZ(); mouse_z_diff=mouse_z-mouse_old_z; and then use mouse_z_diff only in your game. 1 Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
AggrorJorn Posted January 1, 2013 Share Posted January 1, 2013 You have to get the mouse z value. Quote Link to comment Share on other sites More sharing options...
fumanshoo Posted January 1, 2013 Author Share Posted January 1, 2013 Ah, I see. Do you have a link to this information? Is it in the Wiki or in a LE file? It would be much appreciated. Thanks very much by the way. Exactly what I was looking for. Quote Link to comment Share on other sites More sharing options...
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