Yeah, that’s about it.
Do pickaxes count as gadgets being fired?
Yeah, that’s about it.
Do pickaxes count as gadgets being fired?
I think so, because you have to click to use something, right? So the game recognizes that as either trying to fire or reload.
I mean yea and no. Firstly, pickaxes dont use ammo, so it doesn’t count as it being reloaded. But if you REALLY want to win this argument(and check the code but my brain is 2 smooth fo dat), there’s technically a small reload time during clicks.
Thats just my opinion tho (and considering our “beef” i dont think mine is valid)
I guess I’ve got some time to do a test.
(and the beef is still real, isn’t it?)
So, pickaxe swings count as a gadget firing, but, like what you said, there isn’t any ammo, so…
So in conclusion, pickaxe is now out of the question.
Im late and lazy, and didn’t wanna read through all 93 posts, but after reading the first 26, why dont we use the r and enter key as like a similar function to the ctrl and alt key (sry if someone already mentioned it, like i said - lazy me.)
What do you mean? Could you elaborate on what the ctrl and alt keys’ functions are and how the r and enter key could replicate it?
So you know how you can do Ctrl z to undo or Ctrl w to close a tab(or on Mac, alt 8 to type a bullet point)? I was thinking that the r and enter key could replace that(like an alternive to Ctrl and alt), as it seems that we can’t use alt, Ctrl, shift, ect in-game (that’s what I got from reading the topic)
Yeah, I get that part. But the problem is, what other button would we press for the ctrl __ part? What I mean is we’re missing the W in Ctrl+W.
Also, if we’re going to have the Ctrl and all that jazz, wouldn’t it be simpler with just one button?
(rereads op)
Ok, how Abt , let’s say wasd + r key? since wasd controls movement, we could have this:
The channel broadcasts to a player coord device, which checks wether x, or y were changed, and positively or negatively. If positive x, that means you moved right, and you have key bind r+d, and so on.
I’m prob gonna sleep on this
Yeah, I guess that should work.
I’m not sure this is what you’re looking for, or if I’m a bit late to this, but… if a pickaxe being swung counts as a gadget being fired…Then can’t you use the lifecycle setting when gadget fired to trigger something?
That would be the left click as it is. The gadget firing is to make the R key (the one that reloads gadgets) do an action, and because pickaxes don’t use ammo, it derails the point.
Couldn’t you check if none of the ammo is gone though?
..i dont exactly get what you are trying to say
This system works because it checks of ammo is gone, right?
Yes, and that is why the r key is the currently only key that could work as a keybind
The problem with that is that there’s no pickaxe ammo to check, so you can’t check that there’s none of it.
I also wouldn’t use other shard ammo (because it would probably mess with people’s maps that use those types of ammo for their gadgets).
@twofoursixeight could you remove those flagged posts