Skip to main content

Input

Input work basing of universal Fighting Game Terminology

Each input are represented as Id (int)

For example the move input id value are ranged between 1 to 9

Configuration

And all other numeric values are about punch, kick, special, etc.

Other input numeric value

By default i set other numeric values for :

  • LP(10) - MP(11) - HP(12)
  • LK(13) - MK(14) - HK(15)
  • Enter (20)

Where are stored those data

The numeric value associated to the image are stored to this DataTable DT_AFT_GameInput

Game Input Data

As you can see, each Game Input have the numeric value and the icon

Good to know

It's the game input icon and not the key input

Game input is independent of the key input

Move Key mapping

The movement key are special cause they have Axis value on Gamepad and will not be mapped like other inputs (LP, MP, etc.)

They work with the enhanced input and stored here :

Move Mapping

Good to know

So if you want change default move axis mapping you should edit IMC Assets

  • IMC_AFT_Default_Gamepad for the gamepad thumbstick
  • IMC_AFT_Default_KBM for keyboard

Other Key input mapping

Key input is the native key should pressed by the player (like gamepad or keyboard)

The plugin has a default mapping stored as Input Actions in the Enhanced Input System

Other Mapping

Input Id inside Input Action

The ID input mappings are done inside the Input Action of my custom modifier as Axis1D (float) like here:

Screenshot

This is how it will match with the associated icon and the value for the CommandAction