press spacebar or enter.
SetTalkActivationKey(keycode);
Which only accepts a keyboard key, mind you. Not sure what one would do with controllers with that function. I believe controller does react on button 1, but that can't be changed in code (in case you wanted to), only in config.exe.
To be frank, maybe we just need to look at the entirety of input handling. There's so much that could be handled better or just be more flexible: handling press/release states, having a single scheme that would provide both keyboard and controller input at the same time, handling different inputs for different players, setting mouse velocity speed and locking it in the window, etc.
Damn, you have only one input key for talk, and it is not a Sphere configurable control. There is an API function you can use to change it:Code: (javascript) [Select]SetTalkActivationKey(keycode);
Which only accepts a keyboard key, mind you. Not sure what one would do with controllers with that function. I believe controller does react on button 1, but that can't be changed in code (in case you wanted to), only in config.exe.To be frank, maybe we just need to look at the entirety of input handling. There's so much that could be handled better or just be more flexible: handling press/release states, having a single scheme that would provide both keyboard and controller input at the same time, handling different inputs for different players, setting mouse velocity speed and locking it in the window, etc.
Plus the Joystick backend in vanila Sphere is pretty bad, the L/R triggers only half work, you can use one or the other but you can't hold down both at the same time - it reads that as if none are pressed. (They should be individually controlled).
Quote from: DaVince on December 14, 2013, 05:55:54 pmWhich only accepts a keyboard key, mind you. Not sure what one would do with controllers with that function. I believe controller does react on button 1, but that can't be changed in code (in case you wanted to), only in config.exe.SetTalkActivationButton is in the API.