add toolbar sockets not only for numbers

Luppen shared this feedback 12 hours ago
Not Enough Votes

hello

background

i noticed that some player creations required specific ways of controlling their vehicles when they are sitting in the cockpit, or watching remote control.

for example shooting with coaxial weapons a certain way, or control robot mechanisms, gravity drive, or the simple cruise control for thrusters (and even for wheels) by overriding those require the player to press number keys instead of the ordinary wsad keys

since currently there is no way a player can set the wasd keys for toolbar control without setting the other keys instead of the wsad keys, the players can not define a control for their vehicles with the current toolbar implementation.

(in case the player used macroes, when the player is not driving - the numbers of its toolbar are pressed when the player intends to move - so it is impossible even with macroes)

suggestion

i would like to suggest to create abstract actions for the basic controls (such as shoot, zoom, move forward, backward, up, down, turn left, right, rotate, pitch) which abstract actions can be put into the toolbar, and used from there, and then include toolbar sockets for each control seat, and remote block that will correspond to the basic actions mentioned by default, and let the player switch between the basic action, and another non-basic action in those toolbar sockets sucht that players can then be able to define the way their vehicles should be controlled

more details

these new sockets are sockets such as the sockets that are present already for numbers on the toolbar, but these sockets are for the literal keys of "w", "s", "a", "d", "space", "c", "left arrow", "right arrow" "e", "q", "up arrow", "down arrow" (not the numbers from 0 to 9), "mouse left click", "mouse right click", "mouse scroll down", "mouse scroll up" (so the mouse controls should be included in the toolbar like this aswell)

default toolbar configuration for toolbar sockets that are not the numbers

for each such toolbar socket add the basic actions mentioned above (move, rotate, etc...) that you expect to be used by the players as default - such that the players can remove, customize, or add something completely different, and even add these default features back to these sockets of their toolbars.

this will ensure that when the player presses "w" the ship is not necessary going forward, but rather do the action the player has set up to the "w" socket of the toolbar

consideration of multiple platforms

whatever action has the player got selected to the "left arrow key" socket, invoke it 100% for pressing the left arrow key, and invoke it only partially regarding a mouse leftish movement (use cosine) - so whenever a movement can be translated from static input to dynamic input, make the static one to be 100%, and the dynamic to be proportional to input

for simplicity sake include the keys you expect to be pressed as defaults for when the player places control seats, and remote controls by default (for example forward action to be the "w" socket, or forward axis socket for xbox as default, to shoot 100% with the ship to be the left click toolbar socket, or the respective trigger for xbox, etc...)

by introducing basic actions as toolbar items, players will also be able to for example assign a basic action to their numbers of toolbars in case they see any sense of it.

compatibility to current system of game settings

when a player sets the key, or button required for a certain action in its "game settings" make the respective toolbar socket to respect the newly set key, or to respect that kind of input - for example when the player wants to no longer accelerate using the "w" key but with the "forward arrow" key, then make every single toolbar socket that trigger on the "w" key to rather trigger on the "forward arrow" key - such that players with different controls in their "game settings" can still control ships with toolbar sockets for keys like the wasd keys

blueprint backward compatibility

when a blueprint is first ever loaded, make sure it checks whether the proper fields from its type are missing - and in case those are missing - include the default basic actions set for those toolbar sockets (just like when the player is placing the respective control seat, and remote controls)

compability to selecting a weapon, and then use left click to shoot

keep weapon selection possible by introducing a basic action "use selected weapon or tool" such that when the player is selecting a weapon from its toolbar, that weapon is used at the "left mouse button" toolbar socket via the "use selected weapon or tool" basic action (if the socket contains that action at least) - so for each weapon the current toolbar control to shoot with it should only be the selection of that weapon - so make the selection to be a basic action that can be put into the toolbar as it is currently possible (backward compatibility)

visual representation

currently the toolbar is a literal bar beneath the action selection screen. so rather make an interface for the player to be able to select up to a conventional amount of sockets, hit a button "assign", and then show only the sockets the player is assigning actions to in the bottom bar section with the actions in the main screen (just like it is now, but with not only number socketed toolbars)

when the player is not assinging toolbar sockets for actions, do not show the sockets (possibly use a little dot that highlights whether the "wasd-esc" sockets do not bear the default controls) - so it should look like very similar to now in game, but with maybe a dot (in other words sockets that are not numbered are hidden, but given a clue for their different-ness)

also make the possiblity to copy paste toolbar settings

https://support.keenswh.com/spaceengineers/pc/topic/48061-make-players-able-to-copy-toolbar-settings-between-parts-flight-control-seats-timer-blocks-etc

Replies (2)

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also, i forgot to mention(, but i think it is kind of obvious) that character toolbar has to not be changed, the suggestion is only about changing the toolbar when the player is driving a vehicle

even more so the character toolbar should very be client side - that players need to only set once - and the vehicle toolbar should be depending on the blueprint (as it is right now)

more about the client side toolbar:

https://support.keenswh.com/spaceengineers/pc/topic/44005-make-players-share-toolbar-config-in-each-world-they-enter

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clarification:

in the first section of "visual representation" i talk about specifically the assignment of the toolbar settings, not the general look of it.

i describe the general look of it in the second section with the "dot" that is different when the hidden toolbar for "wasd" sockets are any different compared to the default

so at any time the player is not assigning toolbar sockets to actions the toolbar is mostly the same as the current one - appear stricktly with the numbered sockets, and the other sockets are hidden (but given a clue of when those are other than the default)

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