increasing rate of change caused by mousewheel
Posted: Sat Jun 11, 2011 4:11 pm
ok so the player has a pool of points that he can divide between two groups, and he can do it during run time.
the two groups display (using a repeat and render transform) on either side of the characters head and ive got it so that the mousewheel shuffles the points back and forth.
the problem is that in order to shift the whole pool to one side, too much "mousewheeling" is required.
do i need to make a "switch" that turns on and counts the number of wheel inputs that occur during an "input event" and have it scale up the output after a certain point?
im pretty sure i have this figured out, but i just wanted to check and make sure there wasnt a better way.
the two groups display (using a repeat and render transform) on either side of the characters head and ive got it so that the mousewheel shuffles the points back and forth.
the problem is that in order to shift the whole pool to one side, too much "mousewheeling" is required.
do i need to make a "switch" that turns on and counts the number of wheel inputs that occur during an "input event" and have it scale up the output after a certain point?
im pretty sure i have this figured out, but i just wanted to check and make sure there wasnt a better way.