Hi there,
I have seen in an earlier post you have made to this list that you all ready
use keypressed to check which keys are pressed. The only thing you need to
do differently is this.
In stead of checking your keypressed() using the keyDown() event you should
instead try to check it in an idle moviescript.

Like this

on idle
  if keypressed(36) then
    return_script
  end if  
end idle    

I have used this approach, not in a four player game but in a two player
game and it works splendid.

Hope it helps


-- 

Anders Molsner
Chiefprogrammer 
Savannah Entertainment
http://www.savannah.dk



on 31/12/00 3:27 pm, Leon McComish at [EMAIL PROTECTED]
wrote:

> Hi all,
> 
> I'm developing a 4-player (at once, on same screen) skee-ball game where
> players throw balls down an alley to score points and move horses along a
> course to the finish line (insane clients!)
> 
> I've got past the most awkward parts - bouncing scripts for the balls when
> they travel down the alleys, scoring, moving balls and horses etc.
> 
> I've come up against a problem with the keyboard events. The lingo is
> detecting the 4 player keys fine(a, l, space and return for now), is
> building up the power of the throw OK and is releasing the ball based on
> power and direction on a keyUp event (in the frame script).
> 
> When I realised that users will be holding down and releasing keys
> simultaneously I figured I had to rewrite the frame script. This is where
> the problem lies. With keyDown and keyUp events, only the 1st key detected
> is focused on. I have now been trying to use keypressed instead as it allows
> key detection in Lingo loops but am having no joy. It now does detect other
> keys pressed whilst one is held down, but for some reason the keyUp script
> is now ignored (completely - I've tested) and no balls are released.
> 
> I guess I'm after any help regarding similar scripts. Has anybody else done
> a multiplayer (simultaneous action) game using keys and if so, can they
> help? Or is the project too ambitious - maybe less players or turn-based
> only will work? I know that turn-based would be easier but this way has been
> specifically requested. If however, someone knows that this is not poss in
> Lingo then I'll have to explain to the client.
> 
> frustratedly....8~@
> 
> Leon McComish
> Web Developer
> email: [EMAIL PROTECTED]
> 
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> 
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> 
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> 
> 
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