Game Development Community

Mouselook problems - works in the editors, not in the game.

by Tom Honaker · in Torque Game Engine · 08/16/2008 (12:52 pm) · 2 replies

I'm using TGE 1.5.2, and the FGE 1.4 from Decane, in a project, and ran into a strange bug.

Basically I can't use mouse controlled anything (movement or buttons) in my primary game interface, but everything works fine in the editors, including movement. I've not knowngly touched any of the control code for TGE or FGE and none of my scripts are messing with DirectInput AFAIK. Keyboard controls work fine in all instances. No errors during recompiles or executions (according to Torsion) that relate to player control.

Has anyone else run into this, and if so, what's spazzing out that could cause such weirdness?

#1
08/16/2008 (7:44 pm)
Sometimes the player loses "focus" and the mouse stops working. I've had to go back into the editor and right click in the world to give the focus back to the player.
#2
08/16/2008 (8:00 pm)
I've already tried that, I'm afraid. I have zero mouse - or joystick, I also discovered - based player control. However, all my keyboard controls work fine, including new movement control entries I've added.

(Side note: I've also gone through the script files and made sure MouseEnabled wasn't set to "0" anywhere, etc.)

I'm still digging through the code to try to find what's no workie...



UPDATE:

I have working joystick code now - I can use the digital pad on my Logitech Dual Action gamepad (which has two analog sticks as well as a D-pad) and set movement controls to that as well as the buttons, but still zip zilch nada on the mouse. On the plus side, I do now have five-degrees-of-freedom flight controls with both variable and full-on/off throttle. But alas, there's no joy in mouseville.