#Input Handler
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what is "scaleable input handlers"?
like were when you press a button yuo do somethng but like how do games make input handlers idk if im overcomplicating it?
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
@tall birch
assume i dont know what a deepwoken is
oh ok kinda like were you can equip alot of abilitys and how should i use inputs for each abilitys or if i have like a sword that i want to equip with e
well like how should i struecture it like how to decte if a player equips new abilitys
to make it like so players can change keybinds and stuff
you can structure it however you want, just pick something that works?
you do that with code
they have their pros and cons
neither is better, but given you're a newb i'd say go with uis
it tends to go over easier with newbies
kk
@tall birch Lemme show u what i had before
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
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
but that wasent that scallabe
scaleable
so i needa rewrite it