lisabe96 Posted February 23, 2016 Share Posted February 23, 2016 (edited) While input is disabled on the client, I'd like camera movement to be enabled. The reason is that I want to reach more tiles by moving the camera, but I don't want my character start running around like a tard when clicking the tiles. Which happens with input is enabled. So I'd only want camera input enabled. Edited February 23, 2016 by lisabe96 Quote Link to comment Share on other sites More sharing options...
BloodRush20 Posted February 23, 2016 Share Posted February 23, 2016 Can't you just bind the selection processes to a key like s instead of a mouse click? I don't think the API supports mouse inhibition without the keyboard being in the same state. At least in the current build. Quote Link to comment Share on other sites More sharing options...
lisabe96 Posted February 23, 2016 Author Share Posted February 23, 2016 Can't you just bind the selection processes to a key like s instead of a mouse click? I don't think the API supports mouse inhibition without the keyboard being in the same state. At least in the current build. Maybe a way to enable input then programatically so the user doesn't have to bother about it. Then maybe block mouse clicks from the game so the character doesn't move? Quote Link to comment Share on other sites More sharing options...
BloodRush20 Posted February 23, 2016 Share Posted February 23, 2016 I'd say use your code you posted in your other help post. Instead of using mouse clicked and drag listener, do one for key input. Possibly add a command that enables this sequence to be activated. Then do something to the extent of every time you press a key it will grab the tile the move is hovering over. Does that make sense? Quote Link to comment Share on other sites More sharing options...
lisabe96 Posted February 23, 2016 Author Share Posted February 23, 2016 I'd say use your code you posted in your other help post. Instead of using mouse clicked and drag listener, do one for key input. Possibly add a command that enables this sequence to be activated. Then do something to the extent of every time you press a key it will grab the tile the move is hovering over. Does that make sense? It makes sense but it's not as user friendly as I'd want it to be. In case knowing the purpose would help to find ideas: It's for a firemaking script where I'd like the user to be able to select the tiles to use. This way I can allow them to make fire wherever they are, not limited by locations, also avoid the same patterns for everybody to be used. Based on the selected tiles I internally build lines and patterns. Quote Link to comment Share on other sites More sharing options...
BloodRush20 Posted February 23, 2016 Share Posted February 23, 2016 It makes sense but it's not as user friendly as I'd want it to be. In case knowing the purpose would help to find ideas: It's for a firemaking script where I'd like the user to be able to select the tiles to use. This way I can allow them to make fire wherever they are, not limited by locations, also avoid the same patterns for everybody to be used. Based on the selected tiles I internally build lines and patterns. Agreed I see how much time this would save the average person not to mention its kinda a dummy proof system(no such thing exist). Looking through I can't find a solution like you suggested without shutting down the mouse click on the game canvas. You could block mouse clicks at the time of selection and make the click itself void. I have few other ideas but not ones i'm sure that could be pulled off without testing. Quote Link to comment Share on other sites More sharing options...
lisabe96 Posted February 23, 2016 Author Share Posted February 23, 2016 Agreed I see how much time this would save the average person not to mention its kinda a dummy proof system(no such thing exist). Looking through I can't find a solution like you suggested without shutting down the mouse click on the game canvas. You could block mouse clicks at the time of selection and make the click itself void. I have few other ideas but not ones i'm sure that could be pulled off without testing. Currently the best I could come up with to keep it user friendly :p : Quote Link to comment Share on other sites More sharing options...
BloodRush20 Posted February 23, 2016 Share Posted February 23, 2016 Currently the best I could come up with to keep it user friendly : This looks amazing, you could always have the script call the input disable and make a key that will unlock/lock it for this process. Quote Link to comment Share on other sites More sharing options...
lisabe96 Posted February 23, 2016 Author Share Posted February 23, 2016 This looks amazing, you could always have the script call the input disable and make a key that will unlock/lock it for this process. And how would I disable input from the script? Quote Link to comment Share on other sites More sharing options...
BloodRush20 Posted February 23, 2016 Share Posted February 23, 2016 (edited) And how would I disable input from the script? http://osbot.org/api/org/osbot/rs07/Bot.html The code you seek is in here, void setHumanInputEnabled(boolean humanInputEnabled) Sets whether or not human input is enabled. This will allow you to control it via your script Edited February 23, 2016 by BloodRush20 Quote Link to comment Share on other sites More sharing options...
lisabe96 Posted February 23, 2016 Author Share Posted February 23, 2016 http://osbot.org/api/org/osbot/rs07/Bot.html The code you seek is in here, void setHumanInputEnabled(boolean humanInputEnabled) Sets whether or not human input is enabled. This will allow you to control it via your script Right, I used this before Thanks Quote Link to comment Share on other sites More sharing options...