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AWH InputDisplay

A minimalist little input display

Last updated 2 years ago
Total downloads 917
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Dependency string AdobeWallHacks-AWH_InputDisplay-1.1.0
Dependants 0 other packages depend on this package

README

AWH.InputDisplay

A little in-game input display. Keys light up when you press them.

Settings

vector Position

Position on the screen as a ratio of screen size. Only used when using autoPosition

bool horizontal

Whether the text is inline horizontally or stacked vertically.

bool renderOnCockpit

Determines the UI topography.

Enabling this makes the UI curved, and lets it bob with player movement.

Disabling this make the UI flat, and static.

My recommendation is if you plan to place this next to other ui (such as the bottom left corner), enable it so that it blends well together.

float size

Size of the text.

bool autoPosition

Determines whether text is placed automatically inline or manually.

Disable this if you want your key indicators in a pattern that is not a line.

bool justifyLeft

Determines whether the text is justified to the left or to the right of the Position.

Disable this if you are going to place this on the right-edge of your screen.

float padding

Distance between keys as a ratio of screen size.

To avoid having an unintuitively small number here, this number is in hundredths. (padding 1 = a 0.01% gap between keys)

float textAlpha

Transparency of the display as a percentage.

0 = Invisible, 1 = Fully Opaque.

vector onColor

Text color when the key is pressed, as RGB.

Accepts both 0.0 -> 1.0 and 1 -> 255.

vector offColor

Text color when the key is not pressed, as RGB.

Accepts both 0.0 -> 1.0 and 1 -> 255.

array<int> keyListeners

These are the commands the script checks with the engine to determine whether an input is pressed.

The effect of this is that it is bind-independent. When you croutch, the script doesnt know what key you pressed to get there, just that you did.

The keyDisplays settings exists as a result.

array<string> keyDisplays

These are the strings that will actually appear on the UI.

You can set them to the actual keys you're pressing, or simply the names of the commands themselves.

The script will automatically resize everything based on the text length.

array<vector> keyPositions

These are the positions that each key will reside at, given that autoPosition is disabled.

Adding more keys

To add more keys, add one of the following commands to keyListeners, and the UI string to keyDisplays

Function Value
Move Forward IN_FORWARD
Move Backward IN_BACK
Move Left IN_MOVELEFT
Move Right IN_MOVERIGHT
Jump IN_JUMP
Croutch IN_DUCK
Fire weapon IN_ATTACK
Aim weapon IN_ZOOM
Grenade IN_OFFHAND0
Pilot Ability IN_OFFHAND1

Just make sure that theres the same amount in all arrays.

TODO:

  • A 'compact' mode where only keys that are pressed are displayed