Author Topic: np_enter != enter  (Read 385 times)

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Offline -SM-SUCKER

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np_enter != enter
« on: July 15, 2010, 11:24:53 PM »
Ver 0.3.2 - Mod does not see a difference between np_enter and enter

Map: actionmap ;)
Asset: actionampper

If you map one action to np_enter it will never be executed. Both keys, np_enter and enter result in  the "enter-action".

Repro Steps:
1. Bind "move left" to "enter"
2. Bind "move right" to "np_enter"
3. Hit enter: player moves left
4. Hit np_enter: player does not move right

Repro: 5/5

Severity: 0.1

Offline -SM-SUCKER

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Re: np_enter != enter
« Reply #1 on: July 30, 2010, 12:15:25 AM »
Bump!
Has it been noticed by the gods?

Offline (TLL)KitLightning

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Re: np_enter != enter
« Reply #2 on: July 30, 2010, 01:41:38 AM »
Unable to repro steps! The binding works, even with this cofiguration.


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Offline -SM-SUCKER

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Re: np_enter != enter
« Reply #3 on: July 30, 2010, 08:42:46 AM »
Fixed it. Manually writing np_enter works perfectly.
It's just the actionmapper that does not seem to notice the difference. If you select "Detect Key/Button" and hit numpad enter it will show "enter".

Offline (TLL)CapperDeluxe

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Re: np_enter != enter
« Reply #4 on: July 30, 2010, 02:15:33 PM »
The actionmapper uses a 3rd party library which has some limitations, among them being unable to detect the difference between enter and the numpad verison, along with left and right shift/alt/ctrl.
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