ID:259905
 
These two procs are executed if the mouse wheel is moved up or down (or by executing client.MWheelUp() and client.MWheelDown()).

A variable called "mwheel" is added to the client variables which can determine wether a player has a wheel or not (by viewing system settings from the client and transmitting them to the server).

The purpose of this would be to quickly do things, such as item switching. I'm preparing to make an action game where players may want to switch weapons rather quickly, and I'd like this implemented ASAP so I can control their mouse wheel, and if they move it their weapon changes accordingly. I'll also assign 2 macros ([ and ]) to call these procs and they'll change them even if the player doesn't have a wheel.
Thats a stupid idea =P ADD IN A WAY TO CONVERT DMIs TO PNGs =) So we can get the camera system workin
In response to Flame Sage
Flame Sage wrote:
Thats a stupid idea =P ADD IN A WAY TO CONVERT DMIs TO PNGs =) So we can get the camera system workin

[link]
In response to Flame Sage
Actually, even though unimportant to some kinds of games, it makes since if theirs a game where you'll be in the middle of a fight and one of the three things happens:

1: Your current weapon breaks
2: Your enemies defense is better than your attack even
with the weapon or
3: You pick up a better weapon and you want to change
or if this happens out of battle:
Your too lazy to change them manually.

If any of these happens, the wheel will work.

However, maybe you should just use a macro like: U for up, and D for down?
In response to Jamesburrow
Jamesburrow wrote:
Actually, even though unimportant to some kinds of games, it makes since if theirs a game where you'll be in the middle of a fight and one of the three things happens:

1: Your current weapon breaks
2: Your enemies defense is better than your attack even
with the weapon or
3: You pick up a better weapon and you want to change
or if this happens out of battle:
Your too lazy to change them manually.

If any of these happens, the wheel will work.

However, maybe you should just use a macro like: U for up, and D for down?

My game will revolve around this. All weapons will need ammo, and you'll be limited in which weapons you can carry at a time (using special "distribution points"). In any event, I want to provide the players with a quick and easy way of changing weapons.

Perhaps also add MidClick() (for the middle mouse button)? It could be used to, for instance, grab the weapon with the most ammo you have at that moment. :)
In response to Phoenix Man
Yes, but like I said, you could use macros. Not to hard to do it.
A=most ammo
P=most power per shot
U=go up through the list
D=go down through the list

Of course, these are reccomendations only. You can use any keys.