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Asked By | Lynn_Len | |
Old Version | Published before Godot 3 was released. |
Im trying to make a game and one of the things that i wanted to do was have an input event spawn a aiming reticle and then despawn upon release of the of the input; but the problem is that the input isn’t responding for some reason.
if event.is_action_pressed("Up_Place"):
s = Aim.instance()
s.set_pos(Vector2(0,-64))
add_child(s)
this is for spawning the reticle.
elif event.is_action_released("Up_Place"):
var r = get_node("Aiming_Reticle")
r.queue_free()
this gets the reticle and then despawns it. I tried taking apart the code leaving only the event is action pressed and then added a print function to test the event.
if event.is_action_pressed("Up_Place"):
print("Up")
if doesn’t show up in the debugger, can someone help me with this.
What notification are you putting this code in? This looks like 2.x code?
willnationsdev | 2017-10-18 01:26
im sorry im kind of godot(and game making in general) noob so i don’t know what notification your talking about if you mean the key i put in InputMaps then im using the 8,4,5,6 as a sort of second wasd key set
Lynn_Len | 2017-10-18 03:55
In the input mapping, are the names exactly like that? (upper/lowercase)
And _input
is enabled?
eons | 2017-10-19 01:02
no, recently when i put the inputs in they start calling it UP, LEFT, or unknown and yes i’m using the func _input(event)
if thats what you mean
Lynn_Len | 2017-10-19 01:24
You need to call set_process_input(true)
at some point or the code in _input
will never run. A good place for it is somewhere in _ready
.
aozasori | 2017-10-19 08:06
i got it working thank you.
Lynn_Len | 2017-10-19 20:23