Introduction
Functions
Misc
Introduction/defines-input
Input Define
Input Defines are useful when you want your custom part to do something
when a certain button is pressed.
Example:
input_define->activate = E, public, editoronly, Activate, toggle
Explanation:
activate - id of the input
E - Input Key
public - Can be private, if it can be modified using Edit Part Menu
editoronly - Can be physonly or both, in what mode the property is visible in
Part Edit Menu
Activate - Name of the input in game (Display Name)
toggle - Can be single, if the input is a toggle or a single (that can be modified
in Part edit Edit Menu)
Input key can be changed via Part Edit Menu if it is set to public, the same is
for toggle option.
Using Inputs
To execute something when the input is pressed, use move (::) operator.
Example:
toggle::
{
gm_stock->console_log("Pressed E")
}
Line above will print "Pressed E" every time the previously defined "activate"
input is pressed or toggled.