I’m making a game
http://gamejolt.com/games/quarantine-viscerafest/210823
And I was wondering if in blender there was a way to implement a keybinds and mouse sensitivity menu. Also I don’t know anything abot coding… So 
In all seriousness though I would greatly appreciate anyone who could help me. I’m using the mouse sensor, and actuator for the mouse look, and the keyboard sensor.
Mouse sensitivity -> Try using “mouse movement” and “left mouse button” sensors together, join with “and” controller, then trigger event (when you’re clicking elements of the menu).
Keybinds -> You’re going to have to use code to obtain the letter pressed.
Try looking at this:
https://www.blender.org/api/blender_python_api_2_59_0/bge.events.html
Have a keyboard sensor, connect to a python controller, and for that python controller create a script in the text editor.
Then in that script:
import bge
controller = bge.logic.getCurrentController()
owner = controller.owner
keyboard = bge.logic.keyboard
etc.
Take a look at sensor.events for that doc I sent. Hope that helps.
In regards to the mouse sensitivity… Heh? I got mouse sensor and sensitivity, but how do I make it so I can go into options menu, play with a slider and set the mouses sensitivity?
im working on a keybinds setup, and its a real PITA. you need to be pretty experienced in python to pull this off.
in my case, i have a dictionary that stores classes which get key events assigned to the class variables. the class has functions, tap(), active(), release(), and not_active(), which return true or false when called from a script. there is a function update() which changes the key bind and updates and saves the global dictionary to be restored when the game is run.
the user interface is a whole new mess, in which im currently sorting through at the moment. but the idea is a list of GUI buttons are built (a box spawning below the previous, etc) from all the input classes found in the key binds dictionary. each GUI box has 2 text objects, one for what the action is (e.g. “Player Forward”) and the other is the string name of the key assigned to it (“W”). the stack of GUI buttons are parented to an empty on creation, which moves up and down with the scroll wheel if the list is taller then the screen.
i also have categories and id numbers so the list is always the same. currently i dont have a redundant key warning.
Oh sorry, I misunderstood what you meant by sensitivity.
agoose77 has created a wonderful sensitivity mouselook script. You will need to create two motion actuators (named “Motion” and “Motion1”) as well as a mouse sensor named “Mouse” connected to a python controller to this script, and indent every line of code for every “if” and “else” clause in the script.
https://blenderartists.org/forum/archive/index.php/t-217936.html
Just so you know, controller.actuators is your actuators and controller.sensors is your sensors.
To get a specific sensor by name, you do:
controller.sensors["MySensor"]
for a sensor named “MySensor”.
Please note you will have to use a variable or bge.logic.globalDict to change the sensitivity in agoose77’s code as you modify sensitivity in your menu.
If you want to implement a “slider”, you will also need code. Perhaps checking that the slider handle is a certain depth or distance will change the sensitivity variable.
Credits go to agoose77. Credits to HyperReal for a mouseLook.
im working on a keybinds setup, and its a real PITA
You can use/breakdown my key and mouse bindings found here:
The sensitivity is something else, its not related to an individual option but its linked with the camera(script) you use.
so for that you need a camera script that has the option or you need to build it in yourself.
Thanks for the credit. In fact, I just added a sensitivity variable.
Thanks for the credit. In fact, I just added a sensitivity variable.
You’re welcome!