Missing Mouse Inputs
by Jay Barnson · in Torque Game Engine · 04/19/2005 (11:45 am) · 4 replies
Is there any reason why I should not be getting mouse inputs? I'm binding the mouse axies to the yaw() and pich() functions in default.bind.cs. PlayGui.cs is calling moveMap.push() and moveMap.pop(), and the client init.cs is calling both default.bind.cs and PlayGui.cs.
But the yaw() and pitch() functions are never being called.
Any clues? Could something else I did be intercepting the mouse controls? I installed the RTS pack at one point, but I just re-installed the 1.3 base.
But the yaw() and pitch() functions are never being called.
Any clues? Could something else I did be intercepting the mouse controls? I installed the RTS pack at one point, but I just re-installed the 1.3 base.
About the author
Jay has been a mainstream and indie game developer for a... uh, long time. His professional start came in 1994 developing titles for the then-unknown and upcoming Sony Playstation. He runs Rampant Games and blogs at Tales of the Rampant Coyote.
#2
Mouselock on? Where would I find this?
04/19/2005 (12:02 pm)
I've got the cursor in the shell screens, just not in the PlayGui.Mouselock on? Where would I find this?
#3
And actually, what I meant was cursorOn/cursorOff, sorry again! It just sounds like you are wanting to get your pitch/yaw at a time when the mouse is being used to control a cursor, and that isn't going to happen (without re-writing the input controls some).
04/19/2005 (12:55 pm)
Actually, it's lockMouse, not mouselock, sorry: cursor.cs, in the cursorOn/cursorOff commands.And actually, what I meant was cursorOn/cursorOff, sorry again! It just sounds like you are wanting to get your pitch/yaw at a time when the mouse is being used to control a cursor, and that isn't going to happen (without re-writing the input controls some).
Torque 3D Owner Stephen Zepp