#Input Handler

1 messages · Page 1 of 1 (latest)

mossy prism
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How are scaleable input handlers made like deepwoken? Ive had this problem for a while and dont know how to combat it

brisk tideBOT
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studio** You are now Level 6! **studio

tall birch
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what is "scaleable input handlers"?

mossy prism
tall birch
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userinputservice?

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contextactionservice?

mossy prism
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ik but like think about in deepwoken were you can like equip multiple diffrent abiltiys or like if i want e to equip a wepaon and stuff like that were when you have more complex input

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@tall birch

tall birch
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assume i dont know what a deepwoken is

mossy prism
tall birch
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userinputservice?

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contextactionservice?

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keycode.E?

mossy prism
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to make it like so players can change keybinds and stuff

tall birch
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you can structure it however you want, just pick something that works?

tall birch
mossy prism
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is context action or uis better

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@tall birch

tall birch
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they have their pros and cons

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neither is better, but given you're a newb i'd say go with uis

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it tends to go over easier with newbies

mossy prism
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kk

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@tall birch Lemme show u what i had before

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function DataSetup.CreateData(UserId)
local PlayerData = {
PlayerId = UserId,
Combat = {Weapon = "Fists", Health = 100, Posture = 0},
CommonKeybinds = {Equip = "E", Dash = "Q", M1 = "Mouse1", Block = "F", Parry = "Mouse2", Crit = "R"},
Inventory = {},
Talents = {},
Misc = {},
}
table.insert(PlayersData, PlayerData)
return PlayerData
end

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so basicly i had it so that you had certain keybinds inside your players data and a input handler would take that data and do which thing that ability corralated to

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but that wasent that scallabe

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scaleable

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so i needa rewrite it