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EventOnInput


This object starts/stops (or shows/hides) objects linked to it when a keypress or any other specific input is detected.

For example, you use this object to interactively control pre-defined events like the animation of an opening door, and so on.

This object can itself be started and stopped by other event objects, allowing you to create chains and achieve articulated event management.

For more about event objects in general, please see this tutorial.


USAGE

Add the EventOnInput object to your project, link it to all objects you want to start/stop when an input is detected.

You link objects together in the Object List (left side of 3D Rad main screen), by selecting an object and then checking the other objects you want to link to it.

To configure the EventOnInput object, double-click it in the Object List to open the following property dialog:



Input Control

Use this combo box to specify what input control to use to trigger the action. Note that to change the available default controls and/or let users of your projects to assign any input device to the trigger, you must add the ConfingureControls object to the project.

Continuous

If this option is checked, the the actions specified in the Relationships list (below) are triggered repeatedly (75 times per second), until the control is released.

If this option is not checked (recommended), the action is triggered only once. It is triggered again only after the control is released and activated again.

Relationships

This list defines how the EventOnInput object relates to the objects that are linked to it. The following relationship types are supported:

  • IGNORE. Do nothing. Typically used for linked objects that are starters for this EventOnInput object itself (in a chain of event objects for example).


  • START ON INPUT. Start the object when the input is detected. Note that the target object must provide some 'startable' action.


  • STOP ON INPUT. Stop the object when the input is detected.


  • SWITCH ON INPUT. Switch the object (start if stopped and vice-versa) when the input is detected.


  • SHOW ON INPUT. Show the object when the input is detected.


  • HIDE ON INPUT. Hide the object when the input is detected.


  • S/H SWITCH ON INPUT. Switch the object (show if hidden and vice-versa) when the input is detected.


  • RESET. Re-initialize the object completely, to its default state, as defined in the project.


  • Randomize target object

    If this option is checked, the specified action is applied to one target object only, picked randomly. If the option is not checked, the action is applied to all target objects instead.

    Working at start

    If this option is not checked, the EventOnInput object will not work (no input detected) until it is started by using another event object.

    The remaining controls are common to all objects.
    They are explained here.





    INTERNAL PARAMETERS


    The current input value can be read and processed run-time by using value objects like EventOnValue or Script

    For non-proportional input controls, like a keyboard or a joystick button, the input value is zero when the key or button is released and 1 when it is pressed.

    For proportional input controls, like a joystick, the input value is zero when the device is released and 1 when it is fully set (for example, when a stick is fully pushed or a steering wheel fully turned). Intermediate proportional device states (like a partially turned wheel) produce intermediate input values.