Replies: 3 comments
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Just reminder that because of subtick button presses might be lost, e.g pressed space and unpressed space within the same tick so you'd lose the information about jumping in on tick handler, buttons would have to get queued or something towards every tick |
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A lot of maps rely on being able to read player-input. This would be a great feature to have in CS2 as well. For example controlling map-made vehicles: Or any sort of interactive puzzle: |
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It should also be noted that not even TF2 vscript provided API for getting key state, instead people used net prop access to get |
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This would allow us to get the current buttons being pressed by the player.
Its use cases would include getting
useinputs without having to parentfunc_buttons´to the players or simply listening to the players jump input while not on ground to trigger something like a double jump or detach from a zipline.Another more advanced use case would be listening for WASD buttons for a custom controller of another character without hacky workarounds like remapping players binds (see this map as example)
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