How "Start Ignoring Input" works?

For questions about using Classic.

Post » Tue Jan 05, 2010 4:50 am

Hi, I'm trying to ignore the user input when an enemy hit the player for 200 mili seconds, but Start Ignoring Input (and Stop ignoring) doesn't work properly, because it ignores just Shift (jump in platform behavior), and arrows, but not the others keys I have ( X, Z, etc.), even if I have that keys in the Controls property of the game.

Is there a way to ignore the whole control ??

Thanks,
Carlos.
?When everyone feels hope at the same time, wonderful things can happen.
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Post » Tue Jan 05, 2010 5:00 am

It just ignores all of the selected objects behavior controls. So you can't move your object while you do it's on. :3c

If you want all other keys you've made to be ignored, it would require some variable work. Heres it in Pseudocode.
If (Z is pushed & Global('controls') < 1) {
Do stuff.
}

If you pushed Z while the Global('controls') variable is equal to 0, it will do whatever is bound to it. If it is equal to 1, it will ignore the button because it doesn't meet all the requirements.

Hope I've helped.
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Post » Tue Jan 05, 2010 5:10 am

I've thought about the variable thing but I thought it would be a better way to do it and Start ignoring input was like the salvation, but no.
I'll do the variable thing =/

Thanks!!,
Carlos.

EDIT: It doesn't ignores the Controls that I've added in the Control properties, is it working well anyway ?
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Post » Tue Jan 05, 2010 7:03 am

[quote="Carlos182":1qjernqd]EDIT: It doesn't ignores the Controls that I've added in the Control properties, is it working well anyway ?[/quote:1qjernqd]

It only ignores the default input for the Platform behavior. Any other controls you make won't be ignored.

If you want to ignore your custom controls, try putting all of your control events into a group, then disable the group at the same time you start ignoring the input.
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Post » Tue Jan 05, 2010 7:10 am

Ok, thank you for your help.

Carlos.
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